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The Art of the Covenant

A Guide to Invokers

So you’ve forged your pact with the gods, you’ve survived your initiation, and now you’re ready to venture out into the world. As a direct conduit of your god’s (or goddess’s) power, how will you do his (or her) will? Will you speak the primal words of malediction? Will you nurture and protect your allies? Or will you focus on smiting your enemies with all your god’s fury?

So what’s good about playing an invoker?

Invokers are controllers, and can probably best be thought of as a divine version of wizard. Like wizards, many of their powers are debuffing blasts and bursts (and, like all controllers, lots of their powers hit their allies). Below are but a few of the reasons to play an invoker instead of another controller class (such as wizard).

Powerful Debuffs: Although invokers are not as strong as wizards here, they do have quite a few control powers that wizards lack, such as an encounter close blast dominate at 27, a close blast stun daily at level 1, etc.

Enabling/Leader Powers/Feats: One selling point of playing an invoker is that they have quite a few strong enabling powers. Wrathvokers get Lightning’s Revelation and Rain of Blood, both of which are very powerful. Preservokers can grant an extra basic attack at epic (and there are many Intelligence-based healing-type effects also). Malvokers can debuff monster damage substantially for a turn.

Multi-target Ranged At-Wills: Invokers have quite strong targeted at-wills, meaning they don’t have to worry about hitting allies. These at-wills (Divine Bolts and Hand of Radiance) are also highly optimizable using domain feats; this is one of the primary advantages of divine classes.

Lots of Radiant Powers: Another thing divine classes have going for them is a lot of radiant powers. These can be highly optimized compared to other damage types.

Channel Divinity/Covenant Manifestation: These class features are quite decent and have good feat support. Access to Channel Divinity also opens up other feat options that are unavailable to non-divine classes.

Armor Proficiency/Defenses: Invokers can wear chain out of the box, which is a nice feature in conjunction with cleric hybrid, etc. Access to Con as a secondary stat grants more healing surges, and the Invoker Defense feat can give +2 AC on demand.

This handbook will use the following system for ratings:

Red: Useless. There is no reason to take this.Purple: Situationally useful, but mostly subpar.Black: An average ability for this level.Blue: Better than average. A useful, good option.SkyBlue: Substantially better than most other options.Gold: Every invoker should take this.

Core Class Mechanics

Invokers are an “A-class”, meaning they use a single stat as their primary stat, while their secondary stat changes based on which build they choose. Like most controllers, their hit points and base surges are weak, although Constitution as a viable secondary stat helps this somewhat.

Arcana: This is great for an Int-based invoker. For a Con-based invoker, it’s fairly worthless if some other party member with Int has it.

Diplomacy: Keys off a stat we don’t use. Unless you go Devoted Orator, this is kind of bad.

Endurance: Good for Con-vokers. Bad for Int-vokers.

History: Same as Arcana. Very useful for Int invokers. If you’re Con-based, it’s only good if no one else in the party with Int has it.

Insight: Keys off our primary stat, and it’s a useful skill in many situations. Every invoker will likely take this.

Intimidate: Keys off a stat we don’t use. Useful skill, but we’re bad at it.

Religion: Another knowledge skill useful to Int-vokers but not so great for Con-vokers.

Relevant Non-Class Skills

Dungeoneering: A decent skill that keys off your primary stat.

Perception: A fantastic skill for any Wis-based class, if you can find a way to get it.

Choosing Your Covenant

The first and most important decision you must make as an invoker is which covenant to pursue. Your covenant determines three things about your character: the riders on your powers, your Channel Divinity encounter power, and your Covenant Manifestation (which you can use whenever you use a divine encounter/daily attack power). Hybrids do not get the covenant power or the covenant riders, but they do get the manifestation. This has a large impact on power selection for hybrids, as some of the best powers are only so because of their riders.

Covenant of Wrath is generally the best option pre-epic due to strong riders, while Covenant of Malediction is the best choice at epic due to the rider on the level 23. Covenant of Preservation is really only competitive if your party has strikers (particularly Essentials strikers) who can make heavy use of Agile Opportunist.

Although ostensibly focused on dealing damage, choosing Covenant of Wrath gives you access to many powerful enabling riders, such as Lightning's Revelation and Rain of Blood. The riders are the best of any of the covenants pre-epic. The Armor of Wrath Channel Divinity power is fairly weak at heroic, but can become decent at epic, especially if you can exploit radiant vulnerability. The extra damage from Covenant Manifestation is quite good and really adds up as your bursts and blasts get bigger. Fades in power somewhat by epic; the sky blue rating is based on the excellent 1-13 powers.

Covenant of Preservation (PHB2)

Focused on protecting your allies, Covenant of Preservation has the advantage that many of the powers you choose will only hit enemies. The riders on preservation powers are often focused on movement/chessmastery or bonuses to defenses/penalties to monster attacks. Preserver's Rebuke is the weakest of the CD powers by itself, but it’s relatively easy to trigger; at epic, it becomes much better as it can grant an extra basic attack. The sliding from Covenant Manifestation has many uses, including granting allies with Agile Opportunist extra basic attacks and removing allies from your bursts/blasts.

Covenant of Malediction (DP)

Malvokers specialize in close blast/burst powers, many of which have drawbacks of self-dazing/stunning. This drawback has since been mitigated somewhat by the Superior Will feat. However, using close powers is still obviously riskier than area/ranged attacks. The riders on Malediction powers are rather lackluster, focusing on reducing the drawback, or giving penalties to saves; the increased burst size riders on some of the Word powers are better, though. The Maledictor's Doom Channel Divinity power is fantastic at heroic/paragon: it's proactive, unlike the other covenants' powers, and, with Crushing Doom, it can prevent a ton of monster damage for one turn. The pushing from Covenant Manifestation can also be useful for getting adjacent mobs in your close blasts one more square away from you. At epic, this covenant is the best possible build due to the amazing rider on Word of Bewilderment (which can be burst 6, roll twice with Divine Oracle, dominate with Deva/Tiefling Royal Command of Asmodeus, and mitigate the self-stun with Superior Will).

Channel Divinity Powers

Each invoker gets Rebuke Undead plus one other Channel Divinity power. In this section, I will discuss the merits (and show feat support) of each of the Channel Divinity options.

Bitter Rebuke (D387): The effect on this feat is decent, but you just won’t fight undead enough to justify a feat slot.

Armor of Wrath: It’s radiant damage, which is nice, but requiring you to be hit just makes it too difficult to control. The damage will often just hit some random target. At paragon, you can double the power with Wrathful Outburst, and at epic can hit all in the burst with Indiscriminate Wrath. This power is vastly improved if you’re a half-elf w/Defensive Wrath, since you can use it more reliably and damage the target you want. The main problem with AoW is that it’s weak at heroic, and, at paragon onward, you’re unlikely to find room for these feats

Armor of Burning Wrath (DP): Too small a benefit for a 1/encounter ability.

Wrath of Ages Past (Dwarf) (DP): Again, this will happen way too rarely to matter.

Wrath of the Mountain King (Goliath) (DP): At least this effect is decent, although 1/encounter prone still isn’t anything amazing. Better if you have Wrathful Outburst.

Armor of Winter (D380): Again, too rare a situation to justify a feat.

Defensive Wrath (Half-Elf) (D385): Fixes the main drawback of this CD power, and allows you much more flexibility as to when you can use it.

Scouring Wrath (PHB2): Decent, but vuln 2 to a target that may or may not be the focus is problematic. With Defensive Wrath+multiple targets, this gets better.

Paragon

Focused Wrath (DP): Extra damage is nice, but when will you only have one target within 5 squares of you?

Wrathful Outburst (D387): Doubles the effectiveness of your Armor of Wrath. If you’re a half-elf w/Defensive Wrath, then this becomes better.

Wrathful Panoply (D387): Not terrible, but bonus to defenses for one turn isn’t all that great.

Overbearing Retribution (PHB2): See Wrath of the Mountain King. Gets better at epic when you can hit more targets, but prone is also decreasingly effective then.

Epic

Indiscriminate Wrath (DP): Like Wrathful Outburst, this is a solid choice, allowing your Armor of Wrath to hit everyone. Competition for feats at epic is fierce, though. Again, if you’re a half-elf with Defensive Wrath, the ease of use makes this better.

Binding Wrath (D387): Not a terrible feat, but having to give up all of the damage to immobilize is just ok. You’d really rather do the damage+prone from Overbearing Retribution than this.

Maledictor’s Doom: My favorite of the CD powers, because it’s proactive and can be used exactly when you want. The -1 to saves can be quite good combined with saves ends dailies. At heroic, the damage debuff from Crushing Doom is extremely significant (making this monstrously better than the other Covenant CD powers), and this is when you can easily find room for 1 extra feat. This makes the power very strong for a much longer period of time than the other CD powers, hence its higher rating.

Crushing Doom (D387): A reliable way to mitigate this much damage in a close blast 5 is incredible at heroic (like adding a weakened rider). Although this doesn’t fully scale to epic (by then it’s probably half a weaken), it’s still quite solid for a single feat investment.

Paragon

Footsteps of Doom (DP): Although it goes well with Astral Terror or Visions of Blood, this usually isn’t going to be that much damage due to the Fear restriction. But it’s definitely enough just off your own damage to be decent.

Accursed Isolation (D387): The last thing you want to do w/Maledictor’s Doom is target only one creature.

Epic

Unbearable Malediction (DP): Adding to the push on fear powers is decent enough.

Cascading Doom (D387): Vulnerable 3 damage to a bunch of monsters for one turn isn’t bad, if you set it up right.

Inexorable Tide (D387): It seems difficult to find a use for one turn of pushes.

Preserver’s Rebuke: Although this power is reactive, it is pretty easy to use, since your allies *will* get hit. Unsupported, it is probably the weakest of the CDs in power (although easier to trigger). Most of the feats are lackluster, but there’s one good one in each tier. Like Armor of Wrath, this power just isn’t that great in heroic, and doesn’t really get better unless you devote feats to it in paragon/epic.

Insightful Preservation (PHB2): This is a decent amount of temp hit points at heroic tier. The feat doesn’t scale well at all, though; should be dumped at paragon..

Paragon

Preserver’s Fury (D387): This allows for some decent nova, although it’s a bit slow (has to pass through your turn first, etc.)

Epic

Guiding Rebuke (DP): This seems pretty solid, giving a striker ally a substantial bonus to one attack. This is better with a single large attack than it is someone who multiattacks, though.

Preserver’s Command (D387): The best of the feat buffs to Preserver’s Rebuke, this should be good for an extra basic attack from a striker every fight.

Covenant Manifestations

Each of the three covenants gets a Covenant Manifestation, which can be performed whenever the invoker uses a daily or encounter invoker attack power. In addition, there are some feats that effectively give an invoker an “extra” manifestation; these will be discussed below. Note that hybrids DO get the Covenant Manifestation; however, the best feat Avandra's Covenant is not available to them because they do not technically have the "Divine Covenant" class feature. Your DM may allow this on a hybrid, though; if so, it's very worth it.

Avandra’s Covenant (Avandra, Heroic) (D384): Excellent feat that lets you grant saving throws instead of using your manifestation. In non-LFR games, you can worship multiple deities, so you can often fit this in even if you worship a different god for domain reasons. Doesn't work by RAW for hybrids.

Breath of the Gods (Dragonborn, Heroic) (D387): This is pretty useless.

Dubious Manifestation (Drow, Heroic) (D387): Unless you have a permanent cloud of darkness, this doesn’t do much.

Baleful Malediction (Heroic) (DP): One problem with this feat is it’s the targets you DON’T hit with your close blast powers that you’re worried about, as the ones you do hit will often be blinded, stunned, dominated, etc. So this isn’t as good as it looks, but it’s not bad, either.

Forceful Covenant (Paragon) (DP): Adding one square to your pushes can be decent, but probably not worth a feat slot.

Great Malediction (Epic) (DP): Pushing all targets you hit could have some applications, but, again, it’s hard to justify a slot for this.

Covenant of Preservation

Manifestation: Preserver Slide: This rating assumes you have an ally with Agile Opportunist, as the sliding can provide immediate action basics. The slide is also useful for rescuing your allies from your unfriendly blasts and bursts. This covenant shines in subpar groups with strikers that aren't correctly built to use their immediate actions (or are Essentials strikers and simply don't have access).

Preserver’s Call (Kalashtar, Heroic) (DP): This can be decent to set up area burst powers. It doesn’t seem that great on close blasts, though.

Manifestation: Wrath Bonus Damage: Although not very tactical like the slide/push from other manifestations, extra damage is nothing to scoff at. On average, it’s like having a +2/+3/+4 damage feat, which is obviously solid.

Ability Scores

Strength: Usually this or Charisma is your ideal dump stat, although, if you’re going for heavier armor than chain, Strength 13 is necessary.Recommended Score: 8-13, before racial adjustments

Constitution: Wrathvokers will generally set this to 16, and some Malvokers as well. Con grants more hit points and surges and is an important part of many riders, especially Wrath riders. Also relevant to Lyrandar Windrider. Even for Int-based invokers, this should probably be their third highest stat.Recommended Score: 10-16, before racial adjustments

Dexterity: You don’t want a negative initiative modifier, but, other than that, there’s no reason to bump Dexterity (you’ll almost always be taking Battlewise). Dexterity could conceivably be used as a secondary stat in some weird builds. If you take Battlewise very early, this could conceivably now be a dump stat for some builds.Recommended Score: 8-13, before racial adjustments

Intelligence: The secondary stat for most Preservation invokers and many Malediction invokers. Intelligence factors in the riders of many Preservation and defensive powers. It is also quite important if you want to be smart and skilled (driving Arcana, History, and Religion checks). If you wear light armor, Intelligence is also critical for your AC. Also relevant for Devoted Orator, as well as MC’ing wizard to use an Orb of Nimble Thoughts for Int to initiative. Again, most Int-vokers will place this at a 16 pre-racial-mods.Recommended Score: 10-16, before racial adjustments

Wisdom: The primary stat of invokers. All your attacks are based on this skill, as well as your Insight skill, and your initiative (via Battlewise).Recommended Score: 16-18, before racial adjustments

Charisma: The other possibility for a dump stat. Sometimes you might keep this up a bit if you’re making use of Intimidate/Diplomacy or wanting to use Morninglord riders.Recommended Score: 8-14, before racial adjustments

Races

A quick glance at races reveals Deva, Githzerai, and Shardmind as the Wis/Int choices, and Dwarf, Duergar, Mul, Half-Elf, and Wilden as the Wis/Con choices. Shadar-Kai also make excellent invokers due to the Doom of Jiksidur feat. The remaining Wis-boosting races are examined below.

Deva (PHB2): If you’re going into epic, Deva are my pick for the best Wis/Int race in the game, due to the phenomenal epic destiny Soul of the World, which can allow them to pick up any racial benefit they were otherwise missing. Prior to epic levels, they’re certainly no worse than Shardminds and Githzerais, since their Memory racial is great.

Githzerai (PHB3): Githzerai are another great option for Wis/Int invokers. The feat Covenant Shifting can be quite good in certain sliding-based builds. Iron Mind is a pretty good racial, too, with lots of feat support.

Shardmind (PHB3): Shardmind have telepathy, which is very cool, and interesting feat support. Some of the healing surge stuff could be interesting as a Wis/Con invoker, too. They also have the excellent control-oriented paragon path, Gatekeeper, which invokers can exploit well due to nice sliding powers (Celestia line).

Dwarf (PHB): Dwarves make excellent Wis/Con Wrathvokers. Strong feat support, minor second wind. They can even be interesting as Wis/Int Flame of Hopes for the minor second wind with Flame of Hope.

Half-Elf (PHB): Half-elves may be the new kings of the Wis/Con invokers. Dilettante+Versatile Master is obscenely powerful (here, for example, you could become an enabler with Direct the Strike). Half-elves are also the specified race for Mark of Storm/Lyrandar Windrider (making an effective argument for DMs to let you take them).

Mul (DSCS): Muls are fantastic Wis/Con invokers, but you may run into issues with divine characters being frowned upon in Dark Sun. Incredible Toughness is a ridiculously strong racial combined with some of the Malediction-style daze/stun penalties (especially the giant stun malediction “burst +3 but stun yourself” kicker).

Wilden (PHB3): The stats match, but it’s hard to get too excited about Wilden invokers. Pursuit of the Hunter can be useful for moving away from baddies, and Voyage of the Ancients is nice for free CA.

Hamadryad (HotFW): Spellbinding Beauty is great for getting CA with a multiattack or area power, and the stats line up for Intvokers. No real feat support though.

Duergar (MM): No real feat support, MM race. Other than bumping Wis+Con, not much to recommend them.

Human (PHB): Humans are one of the best races, due to Heroic Effort's incredible synergy with multitarget controller powers. Adroit Explorer is also never a bad choice for a paragon path.

Kalashtar (EPG): Kalashtar might be a decent choice if you want Cha for Morninglord.

Drow (HotFK): The drow racials are really nice. It’s conceivable they could make decent invokers.

Shadar-Kai (HoS): The feat support for the racial is fantastic for invokers, most notably the Doom of Jiksidur feat, which can be used to turn Thunder of Judgment into daze+prone right at level 1.

Elf (PHB): Elf is never a bad choice due to Elven Accuracy.

Shifters (both types) (PHB2): Not a bad choice (longtooth damage bonus is decent), but you don’t really expect to make use of that racial very often.

Goliath (PHB2): Not much to recommend Goliaths as invokers, other than having Wisdom.

Minotaur (PHB3): See Goliath. Now that Battlewise is a feat, little reason to play a minotaur.

Thri-Kreen (DSCS): See Goliath. This is more of a melee character. The claws racial isn’t terrible if you’re a close blast specialist, I guess, but there are better options. Also has the divine + Dark Sun problem.

Bladeling (MM): No real feat support, MM race. Other than bumping Wis, not much to recommend them.

For most of these races, you’d have to buy an 18 Wis to make them (almost) playable.

Tiefling (PHB): Tieflings make interesting Malvokers due to some combos with Infernal Malediction and Skull Mask/Talisman of Terror for imposing and some fear optimization. Overall, not as good as they were pre-Essentials when you could use Infernal Wrath as a minor, though.[/b][/color].

Dragonborn (PHB): Some breath tricks and interesting feats might make this almost playable for a Con-voker.

Revenant (HoS): Interesting flavor for a Con-voker, might factor into making some builds playable.

Genasi (FrPG): Also interesting flavor for an Int-voker, and manifestations are cool. Probably another almost-playable race.

The best themes for invoker are those that give something for free (a free/no/minor/immediate action). I have only bothered to include blue or better themes, although some others might be situationally good (Outlaw, Son of Alagondar, Infernal Slave, Primordial Adept, Xaositect, etc.) Most invokers will go with Beguiler, Ooze Master, or Knight-Hospitaler.

Beguiler: The starting feature to this theme is great, and the rest of it isn't bad.

Blackstaff Apprentice: A minor action Magic Missile is nice, but it kind of pales in comparison to Beguiler or Ooze Master's much more useful minor actions.

Devil's Pawn (NW): The entry power to this theme is pretty strong. Free damage without needing an attack roll, and free penalty to attack rolls and defenses. The rest of the theme is meh, but who cares?

Elemental Initiate (HotEC): The features are all useful: ki focus proficiency, +1 to Will, extra skill. The weapon attack is probably more useful on a hybrid invoker, but it's still not bad.

Fey Beast Tamer (HotFW): This theme can be great for getting CA with powers like Rain of Blood, etc.

Ghost of the Past: A reroll is incredible for a single target class. Alas, most of your abilities are multitarget. This is more of a striker theme. If you have good single target power swaps, like, say, Charm Beast, this might be sky blue.

Halaster's Clone: A nice move utility and a bonus to initiative make this a pretty good theme.

Infernal Prince (BoVD): This could conceivably be good if you can find a way to convert your attacks to fire (invoker does have quite a few untyped damage powers which could be converted). Otherwise, it's bad.

Knight Hospitaler: Shielding Word is a fantastic power. The rest of the theme is meh, but getting a free immediate power usable 2x encounter at level 10 is great.

Noble Adept: Adept’s Insight is a fantastic free action power, and the power point opens up some additional feats/possibilities (especially for Shadar-Kai looking to use Darkening Mind). The lack of a level 5 or 10 feature keep this from sky blue, though.

Occultist: The features of this theme are rather unexciting, but the U2 Twisting Fortune is incredible, allowing you triple rerolls at the cost of surges (which you might have a lot of as a Wrathvoker). The drawback is this is more of a single target nova thing, as you don't really want to spend three surges for one ToJ, for example.

Ooze Master: A minor action control power makes this an excellent theme, and the U6 Celerity Jelly is a nice swap.

Order Adept: Better at low levels, when you still might use Argent Rain. At higher levels, this extra encounter power just becomes a waste. The rest is decent, though, with access to wizard utility powers.

Sarifal Feywarden: Mentioned only because some people might want to build lightning or thunder blastery invokers, and this is a great theme for that.

Scholar: Inimical Lore is really nice, since invokers have quite a few untyped powers that could be turned to thunder and enlarged with Resounding Thunder. A Devoted Orator Int-based thunder build would love this. Even the Con-builds might find a use for it.

Seer: Nice rp path that gives you a free pre-combat ability and some nice skill bonuses. If you can get Perception on your class skill list, and if you have someone in the group with reroll abilities (you, if you're a cleric hybrid with Favor of the Gods), then this path becomes even better.

Sohei: This theme is mentioned primarily for hybrid invoker/strikers, as the extra minor action attack is nice. For straight invokers, don't bother.

Templar: The Templar theme is just full of powers of all types (level 3, 5, 6, 9, and 10) that are superior/equivalent to those that an invoker gets (especially a non-Wrath invoker). If you’re starting at epic or you’re a Wrath-voker, I wouldn’t take this theme. But, for everyone else, the power swaps are really interesting, even losing your manifestation on the daily/encounter powers.

Yakuza: Amazing theme, but invokers don't typically invest in Charisma. The reroll U2 is incredible, though, so the theme is worth mentioning.

Most invokers will choose one of either Hand of Radiance or Divine Bolts. The remaining at-will choice really depends on the build, but most invokers will take Sun Strike just to have an RBA. A thunder/lightning specialist might go with Vanguard’s Lightning instead, since Divine Bolts is their RBA. A Malediction invoker or close blaster (Devoted Orator) might go with Visions of Blood. Like most controllers, they simply won't use their at-wills very often past level 7, so optimizing around at-wills is frowned upon.

Domain Feat Warning: Remember that you can only apply a single domain feat to a given power. One of the most common misconceptions is that you can stack a bunch of these feats onto a single power, but this is *not* legal.

Ranged Attack Powers

Hand of Radiance (DP): The best invoker at-will, mainly due to hitting the most targets and exploiting radiant vulnerability. At epic, it hits twice as many targets as Divine Bolts (as well as making use of excellent radiant feat support), creating a gap that is hard for current optimization to close. With Staff Expertise, you never have to worry about standing next to monsters.

Power of the Moon (DP): How good this is depends on how much of your party attacks Reflex (and whether or not your encounter powers do also), but it’s a pretty decent rider to attach to a multitarget attack, even if you’re the only one gaining the benefit.

Power of Winter (DP): A decent damage bonus that also opens up Lasting Frost/Wintertouched, but losing the radiant keyword means you’re changing this to a damage type that doesn’t match many of your encounter powers.

Divine Bolts (PHB2): It is hard to consider this as powerful as Hand of Radiance. The one exception would be if you took Power of Skill AND also had a basic attack granter granting you basic attacks. If Mark of Storm and Eagle Eye Goggles are both in your game, then Power of Skill Divine Bolts are only a little behind Hand of Radiance (moreso if HoR has Morninglord support) at heroic/paragon.

Power of Skill (DP): Combined with Eagle Eye Goggles, this gives a +1/+2/+3 bonus to hit by tier. If you can get granted basic attacks from a warlord/shaman, this feat really shines. The bonus to all trained skills is nothing to scoff at either.

Power of Arcana (DP): An interesting option, allowing for, combined with an arcane multiclass, Arcane Admixture, White Lotus Feats, and Quickened Spellcasting. A bit feat-intensive to make use of this, though. The bonus to attack rolls is nice if you’re chain-casting this.

Power of the Sea (DP): Being able to either give yourself a save or debuff an enemy save is a nice ability to have. The skill bonus is fairly useless, though. This would be sky blue if you could be shut down by conditions that you could actually attack while under, but this seldom happens.

Power of Tyranny (DP): The save debuff alone is decent, but nothing spectacular, and the skill bonus isn’t great.

Power of Change (DP): Not bad, but the requirement that you alternate at-wills and encounters/dailies to take advantage of this is too annoying a restriction.

Sun Strike (PHB2): Radiant damage, and it’s a ranged basic attack with decent damage and a slide. Nothing amazing, but usually the second choice of most invokers. Since at-wills are largely pointless for controllers, this one makes the cut by virtue of being a ranged basic attack (which might be useful with basic attack granters in the party).

Power of the Sun (DP): A decent enough buff to Sun Strike, better if more than one party member can exploit radiant vulnerability. Fades at paragon if someone has gone Morninglord, though, since vulnerabilities don’t stack.

Power of Wilderness (DP): Probably too situational to be of much use.

Power of Love (DP): Foregoing damage for a tiny bit of hit points is rather worthless.

Power of Strife (DP): If you had multiple targets available, you wouldn’t be using Sun Strike.

Mantle of the Infidel (DP): Radiant damage and a very long range make this a decent enough choice, but it’s usually just going to be worse than Sun Strike. The rider just isn’t that great, as it isn’t even a constant -2 (since they can always just attack the defender).

Power of Hope (DP): Giving an ally +1 to attack is not a bad rider to add to this power.

Power of Strength (DP): A fairly decent damage boost.

Power of Life (DP): Decent enough granting of temp hps.

Power of Vengeance (DP): You’d rather just do this damage directly with Power of Strength.

Power of Trickery (DP): A shift isn’t the greatest rider, but it could still see some use.

Power of Fate (DP): A +1 to hit only against bloodied enemies and only with this power just isn’t that great.

Area Attack Powers

Visions of Blood (DP): Ironically, this is probably the best invoker power to use against a single creature (assuming Psychic Lock at paragon) for non-radiant builds. As for blasting multiple bad guys, it usually won’t compete with Hand of Radiance or Divine Bolts, but the psychic lock + defense debuff can prove effective if you can hit multiple targets (plus Power of Earth can add a slow).

Power of Earth (DP): Adding slow is a big deal, allowing this to function both as a control power (slow some outliers), or as a focus power (debuff -1 defense/-2 attack to focus targets). Slow isn’t amazing on a close blast, though, since guess who they can most likely reach?

Power of Madness (DP): If you’re using Visions of Blood as a “single target” power, this is a nice one to take. The debuff, combined with psychic lock, will add up to a -3 to attack rolls, which is pretty nice. This domain is kind of difficult to use, though.

Power of War (DP): +1 to hit on this power is just decent, as it can’t be combined with the slow from Earth.

Power of Death (DP): Decent enough but only useful part of the time.

Power of Darkness (DP): Concealment against only a single attack and an evil domain make this kind of meh.

Vanguard’s Lightning (PHB2): Despite the fact this power can be buffed to a giant burst/blast (Power of Storm + Resounding Thunder + Invoked Devastation), it just remains too difficult to use without hitting allies. Even if you could go first and drop an area burst 3 VL, you’d usually be wanting to use an encounter/daily then anyway. Nonetheless, once this expands to area burst 2 at paragon, this at-will must be considered better.

Power of the Storm (DP): Nothing is better than making an area burst bigger, which this does by allowing access to Resounding Thunder at paragon. Going from 9 to 25 squares is nearly 3x the size and a huge increase in targets/damage.

Power of Luck (DP): Increased crit range isn’t bad, but this is available at epic anyway, and, earlier, it just isn’t as big a deal.

Power of Protection (DP): +1 to an ally’s defenses for a turn is a decent enough rider.

Power of Freedom (DP): +2 to a single saving throw is a pretty tiny rider and too situational.

Grasping Shards (PHB2): The major problem with this power is the lack of a damage roll. Even with World Serpent’s Grasp and proning possibilities, it probably isn’t enough to bring this power up to the level of Visions of Blood or Vanguard’s Lightning. Without World Serpent’s Grasp, it becomes a situational encounter power.

Throughout this guide, I will show the ratings of a power with all its Covenant riders first, then give a rating for all other invokers in the text description of the power. So, for example, Lightning’s Revelation will be listed first as sky blue, then I’ll give its rating for non-Wrath invokers in my comments. Powers will be listed in roughly descending order of power (from best to worst).

Level 1, Encounter

An extremely strong level compared to other classes. Thunder of Judgment is incredibly good, and will be the choice of most non-Wrath builds. Wrath-vokers might take Lightning’s Revelation. Preservers might prefer Astral Terror.

Thunder of Judgment (PHB 2): Ally-friendly three target power that dazes? Fantastic! Thunder, so can be made to slide w/Mark of Storm for any covenant. Wrathvokers get a large push. One of the best heroic tier controller encounter powers in the entire game; it would still be sky blue as a paragon tier power. Every invoker should take this power at level 1 or 3.

Lightning’s Revelation (DP): Solid damage and a great debuff for Wrath. More powerful than ToJ, but hits fewer targets and harder to use. For non-Wrath, this is middle of the road.

Astral Terror (PHB 2): Ally-friendly, psychic, Fear keyword, large area, this power has a lot going for it. Combined with Psychic Lock, it becomes better.

Summons of Justice (DP): Pull two targets and knock them prone (if you’re Malediction), and it’s radiant. Overshadowed by ToJ, but still not a bad power. For non-Malediction, this is much weaker.

Spear of the Inquisitor (PHB2): Really horrible, made worse even than Angelic Harrier by the likelihood you’re doing this to a non-focus target.

Level 1, Daily

It is hard to argue with any invoker taking Silent Malediction, although I think Brilliant Beacon is serious competition (if a more leader-ish focus). Binding Invocation of Chains can really wreck some fights on turn 1 also.

Binding Invocation of Chains (PHB2): Situationally amazing. In a melee-heavy fight where you get to go first and monsters are 10 squares away, this can buy you a couple of rounds.

Angelic Protector (D 383): A decent enough summons at low levels, since it can off-tank, and its standard action attack on a focus is also quite solid (good damage plus -2 debuff, since they’re probably not going to attack the angel). The main draw is the OA, though, as it can give you free immobilizes all fight long without having to spend any standard/immediate actions.

Summon Angel of Fire (PHB2): The standard is fairly lame, but this could give you a fair number of extra attacks from opportunity actions. Since it can fly and hover, you can position it above people, and it also has some utility as a result of being able to fly/hover.

Invocation of Ice and Fire (DP): Decent damage and a persistent zone make this pretty solid.

Crown of Retaliation (DP): A decent single target damage spell that can exploit radiant vulnerability nicely.

Angelic Echelon (PHB2): Nothing but damage, but it can double dip radiant vulnerability. Not bad.

Storm Call (DP): Not horrible, as it’s lightning/thunder and a guaranteed control effect. But invokers have better choices than this.

Execration (DP): A subpar power made worse by the fact it deals damage to you.

Level 2, Utility

Once you have any encounter-level ally-unfriendly attacks, Divine Call becomes an extremely good option. Stay Back! is phenomenal if you get Dungeoneering as a class skill. Miraculous Fortune and Wall of Light are also good choices.

Divine Call (PHB2): If you have ally-unfriendly bursts/blasts (even on just one encounter power), this power is excellent. If you have allies with Agile Opportunist, this destroys all other options.

Miraculous Fortune (DP): A pretty decent but nonscaling amount of damage prevented, with a bonus to attack rolls for an ally. Would be better if you could control the trigger (some fights you might not get touched, etc.)

Wall of Light (PHB2): I think of this as a daily version of Miraculous Fortune. 5 temp hps instead of 5 damage prevented once, and a constant +1 to AC instead of a single +1 to hit.

Shroud of Warning (PHB2): A large bonus to initiative for a critical fight is pretty good.

Lore of Shom (DP): Decent enough skill boost if you need it.

Heaven’s Bountiful Reward (D 383): Powerful effect, but difficult to trigger and have allies near you. So overall, just average.Divine Protection (DP): Preventing OAs is decent enough.Encouraging Chant (DP): A quite decent boost to saving throws for one round can be nice (if you all got hit with some sort of area power, especially). Will often sit there not doing much, though.

Altar of Confinement (D 383): Has some interesting applications w/radiant vulnerability once you hit paragon. The “not adjacent to any creature” restriction isn’t that hot, though.

Emissary of the Gods (PHB2): It isn’t bad if you’re somehow making use of Intimidate or Diplomacy, but most invokers won’t want this.

Shroud of Awe (PHB2): Again, it’s a skill you don’t use, but the effect is decent if you were somehow making use of Intimidate.

Death’s Denial (D 380): Giving up a standard action for this makes this power unusable.

Level 3, Encounter

This is a weak level for invokers. The best option for Wrathvokers is to take Lightning’s Revelation or Thunder of Judgment from Level 1, while other invokers will likely take Word of Ruin or Astral Terror/Thunder of Judgment from Level 1. This is a good level for power swaps via multiclass or theme.

Level 5, Daily

Searing Orb (PHB2): Guaranteed blind, and it’s radiant. If you can somehow manage three targets without hitting your allies, this is by far the best choice for this level. It's also easily the best choice for Preservation invokers due to the daze rider.

Grasping Chains of the Justiciar (PHB2): Although immobilize isn't usually as good as blind, there are situations where it's fantastic (you get to go first vs. melee targets). The larger area and ally-friendly nature of this power make it competitive with the ally-unfriendly, small-area blinds at this level.

Malediction of Blindness (DP): Eclipsed by searing orb, which has a better miss effect and doesn't require you to be close.

Lamentation of the Wicked (DP): Ally-friendly, and a nice damage boost that lasts the encounter.

Trumpet the Star’s Fall (DP): Decent control and a heavily obscured zone make this ok.

Blade of Vengeance (PHB2): There is an error in the CB that lists the blade attack as an encounter power. It’s not. Despite this, I still don’t think this is that great. It’s a standard action just to summon it, you won’t always have your immediate available, and you can’t damage the target you want (your damage will often just go somewhere random).

Summon Celestial Lion (D383): Again, the litmus test for a summon being good is if it gives you an extra attack a round. This one doesn’t do enough to justify taking it.

Icon of Terror (PHB2): Nothing but damage and pushing is pretty weak for a daily.

Deluge of Blood (DP): Out of turn effects are nice, but this one just doesn’t do enough to justify taking it.

Sun Shard (DP): Dazed for one turn is hideously bad. Only being radiant damage saves this from a red rating.

Level 6, Utility

Practically every invoker will pick up Demand Justice or Deliverance of Faith here, although Ooze Masters might power swap for Celerity Jelly. Invokers with Nature might consider Natural Terrain Understanding. The other options are really lackluster.

Level 7, Encounter

Tide of the First Storm (PHB2): A great chessmaster power. Slow by itself is decent, but slow+slide everyone away can re-establish control even when used later in a fight. One reason this power is still great for any invoker (even non-Int ones) is the synergy a burst slow has with Divine Call. You can pull allies out of the burst then slow enemies where they can't get to anyone. If any ally has Agile Opportunist, this power gains even more in value.

Rain of Blood (DP): A fantastic enabling power for Wrathvokers, and it’s ally-friendly. Even for non-Wrath invokers, this is still a solid power.

Lightning Spike (D383): Ally-friendly daze is still really nice (although this power still isn’t as good as ToJ from level 1).

Admonition of Oghma (DSH): The end-of-turn trigger is annoying, as the monster's likely to already be next to you or an ally when it's slowed, making this less useful as a control power. It is easy to make this an out-of-turn attack on the focus target, though, so, for invokers stacking radiant vuln or other damage mods, it's better.

Word of Fiery Condemnation (DP): Difficult to use, but this is a lot of damage.

Curse of the Divine Plague (D383): Strange power, but area dazing is decent enough.

Thunderbolt of the Heavens (PHB2): Not a bad power/effect for Preservation invokers, and the power can be made pretty good for them with Resounding Thunder. For others, this is worse.

Written in Fire (DP): An interesting power if you can manage to trap the monsters near the symbols somehow.

Invoke Obedience (PHB2): Even if they just eat the attack (which they should do for Wrath), this power isn’t worth much. For non-wrath, it’s horrendous as they’ll just drop prone.

Level 9, Daily

Cerulean Flames (PHB2): Although this zone isn’t movable, it’s an incredibly powerful effect. Used right, it will trap melee and they will be forced to submit to blind to get out. Combine with any way to knock things back into the zone, and this can get quite ridiculous very quickly.

Fourfold Invocation of Doom (PHB2): Dazing the entire battlefield in round 1 is very nice, and the damage shield you pick up isn’t too shabby either.

Malediction of Rigidity (DP): Minor action damage/control is very nice, but it will be somewhat difficult to use (hits allies). Still a very good option due to being a minor.

Summon Blade Angel (PHB2): Finally, a good summon! Minor action attacks, and it can fly and slow with its opportunity attacks. It’s just too bad this level has so many good options.

Hail of Thunderous Battle (PHB2): Ally-friendly thunder damage in a burst that leaves behind a defensive zone that can push. Not a bad power at all. With Resounding Thunder, it might rise to the level of sky blue.

Herald the Storm Unleashed (DP): A zone that damages everyone who starts their turn there, including allies. It’s a decent power, but probably too difficult to use to be really good.

Bestowed Lunacy (D386): This could be situationally good, but it’s kind of hard to use effectively.

Baleful Admonishment (DP): This is a fairly decent multiattack power, but overshadowed by other options at this level.

Brand the Heretic (D383): Single target powers just don’t compete.

Twist of Fate (DP): This simply isn’t a very good effect, though it’s not horrible for Preservokers. For others, it’s terrible.

Visions of Paradise (PHB2): Single target powers have to be much better than this to be worth it.

Cast the First Stone (D383): Seriously one of the worst dailies ever printed.

Level 10, Utility

This is a fairly weak level for invokers. Word of Urgency is a nice choice for Int-vokers to grant a free shift and spare an ally from your blasts/bursts. Other invokers might opt for Angelic Messenger, due to its large out-of-combat healing. But if you’re a Con-voker in a party that never really runs out of surges (and surgeless healing is irrelevant in your game), the decision becomes more difficult (perhaps Enter the Crucible is a good choice then).

Lessons of History (History, D385): Depending on the party, recovering utility powers could be pretty good.

Reactive Surge (Endurance, PHB3): A free surge when you become bloodied is decent for a Con-voker.

Cry for Mercy (Diplomacy, PHB3): +4 to defenses is a decent boost, but, again, are you actually trained in Diplomacy?

Invoker Powers

Angelic Messenger (D383): In what may be a “design oops”, they made a summon that can heal 175 points of damage outside of combat. This may or may not be amazing, depending on your game. If your party never needs out-of-combat healing, or never runs out of surges, this probably isn’t very good. It does have some flying utility outside of combat as well (it can fly people across chasms, etc.)

Word of Urgency (DP): For most invokers, Divine Call will be enough. The free shift is quite good even in ally-friendly blasts, though. It’s obviously only for Int-based invokers, though (most likely Devoted Orators, Int-based Malvokers, etc.)

Prayer of Vengeance (DP): A bit too reactive/random to be really great, but it’s still a pretty solid bonus.

Call of the Vanguard (DP): Not bad, but there are better initiative-boosting powers available.

Enunciation (DP): For two turns, you get bigger blasts/bursts. This is pretty good, but it’s hard to label it any better than that.

Angelic Visage (PHB2): Since you can’t see the attack roll, you’re using this blind, so it’s pretty bad.

Martyr’s Ward (PHB2): Purple instead of red only because it can theoretically save an ally from death.

Covenant of Endurance (PHB2): If you’re a Con-voker swimming in surges, and your allies are out, this can be decent.

Cloud of Locusts (D383): This would be decent if not for the fact you blow a standard action just to erect it. Also, your allies can’t see in the zone either, so it’s not that great.

Divine Renewal (PHB2): If your allies are constantly running out of surges every day, something is wrong. This is like giving up one of your power slots for the Durable feat for allies.

Paragon Tier Powers: Priest of the Covenant

Two factors are relevant in this tier: Resounding Thunder, which expands the size of all your thunder blasts/bursts, and Morninglord, which adds vulnerable 10 radiant to all your radiant powers. In addition, because you’ll have even the level 13 powers until level 27, we consider the impact of Invoked Devastation (increasing the size of blasts/bursts by 1) on all of these powers at epic.

Level 13, Encounter

Deadly Doubt is the power of choice for Wrathvokers. Brilliant Revelation is the likely choice for everyone else, although Malvokers might consider Word of Blindness. Winds of Celestia might see some play if sliding is relevant, or Seal of the Heretic in save-penalty-imposing builds.

Deadly Doubt (DP): An ally-friendly enabling power for Wrathvokers. It’s still pretty good for other types of invokers as well. Psychic, so it works with psychic lock.

Brilliant Revelation (DP): Similar to Deadly Doubt, but with an immediate daze+slow. Any invoker can make good use of this; the Malediction rider isn’t that significant an upgrade. Ally-unfriendly is annoying, though.

Word of Blindness (DP): A burst 2 blind for Malvokers, and also at epic for other invokers. A bit hard to use, but with a powerful effect. Pre-epic for non-Malvokers, this is just solid. For a Malvoker Divine Oracle, this power becomes very strong.

Winds of Celestia (PHB2): A nice ally-friendly slide+prone for Preservation invokers. For them, at epic, this power becomes even better enlarged. For other types of invokers, pre-epic, this is just ok.

Earthen Reversal (DP): Ally-friendly prone in a large area. Although the burst size increases at epic, prone is becoming less of a relevant condition, so I’d keep the rating the same. Pre-epic, for non-Preservers, this is just ok.

Seal of the Heretic (PHB2): In general, this is only a pretty good power. But, if you can combine it with other people’s save ends effects in addition to yours, or combine it with other penalties, like with a hybrid/MC wizard, this can become fantastic.

Thunderous Rebuke (DP): It’s out-of-turn, but it hits allies, isn’t very controllable, and has no really good condition attached.

Pillar of Guardian Flame (PHB2): Outclassed by other powers of this level, and the damage is hard to force. Enlarged, at epic, it becomes decent.

Stormclaw (D 383): An unbelievably bad power. Single target and nothing but a little movement/damage.

Level 15, Daily

The dailies at this level are a significant upgrade from level 9, with lots of excellent persistent effects. Vile Plague and Storm of Punishment are the best of them, providing nice control. Wall of Blades isn't bad with Morninglord, but the standard action tax is a bit much.

Vile Plague (D380): Dropped on the first turn of a fight, this can prove to be incredibly powerful, providing resists aren’t a factor. Persistent damage, dazing, and slowing make this an improved version of Fourfold Invocation of Doom.

Storm of Punishment (DP): With Resounding Thunder, or at epic, this turns into a nice upgrade to Searing Orb. Without it, this power is just solid.

God Hammer (PHB2): With Resounding Thunder, or at epic, you can prone a large number of creatures. Without Resounding Thunder, pre-epic, this is still really strong. but not quite as good.

Wall of Blades (PHB2): Despite the standard action tax, the recurring power of damage-on-entry makes this potentially strong.

Shadowdark Invocation (DP): A movable damage-dealing heavily obscured zone has its uses, but it kind of pales compared to the damage roll on Wall of Blades.

Three Beacons of Twilight (PHB2): A radiant zone in which you can teleport an ally or enemy is quite useful. With Morninglord, or at epic, this gets even better.

Eye of Dawn (D 381): The ability to rearrange the battlefield once is nice, but there’s no persistent element to this power, making it kind of pale in comparison to other dailies of this level. Probably a bit better at epic with the increased burst size.

Dire Banishment (DP): A decent enough effect, but single target control just doesn’t compete with the other options at this level.

Deific Imprecation (DP): Single target damage is weak, but at least it’s a decent amount and splashes onto other enemies.

Mark of Anathema (PHB2): Nothing but single target damage and a chance at some splash make this pretty lousy.

Level 16, Utility

Level 16 is a very good level for invoker utilities, with Word of Refuge and Shield of Justice both excellent encounter power choices, and Walls of Hestavar and Pennant of Heaven’s Armies serving as effective dailies. Insightful Riposte is excellent; even for Divine Oracles, it works on Thunder of Judgment.

Insightful Riposte (Insight, PHB3): 75% of a heroic effort, which is still amazing. Not quite as useful for Divine Oracles, since they hardly miss except on ToJ, but for everyone else, it's a very nice choice.

Indomitable Ally (Diplomacy, PHB3): Very useful when it happens, but situational.

Invoker Powers

Shield of Justice (PHB2): This power has not been properly appreciated imo. 20% chance to negate a monster attack is just ok, but giving everyone, including you, a +2 to hit vs. the focus target can really add up to a lot of damage.

Word of Refuge (DP): Great from a personal standpoint, but sometimes not such a great power if the monster gets to take another action.

Walls of Hestavar (DP): Walls are always good, and this one can box a medium-sized target in completely.

Confounding Utterance (DP): A stance that just gives you an effective +4 or so to melee defenses for one encounter isn’t really that great, especially considering Word of Refuge will prevent one such attack every encounter. If you take a lot of the self-dazing powers, though, this is better.

Blessing of the Storm Father (D 383): Decent interrupt to one attack, but, again, Word of Refuge is much better for this purpose.

Vengeful Dead (D 380): Getting a little more mileage out of a dead ally is kind of weak.

Icon of Life (PHB2): If this is useful to your party, your party has other problems.

Level 17, Encounter

This is a fairly weak level for invokers until level 21. Glyph of Radiance is definitely the best, but doesn’t get really good unless you’re Morninglord-enabled or until it can be expanded to a burst 2 blind at epic (at which point it becomes the power of choice). Curse of Haemnathuun is a solid enough control choice for any build and up there with the other powers. Word of Pain is decent for Malvokers but again suffers from being ally-unfriendly. Others might go back to 13 for one of the powers there.

Glyph of Radiance (PHB2): Blind is a great condition, but an area burst 1 is really small. Once this improves to a burst 2 at epic, this power becomes the best for this level. It’s also sky blue with radiant vulnerability 10 active.

Astral Dust (DP): Ally-friendly, interesting power with a really nice kicker if you can somehow keep the monsters from moving farther away from you. With radiant vulnerability landing twice, this can become really strong.

Curse of Haemnathuun (PHB2): It’s Color Spray with immobilize added in for good measure. Decent damage also but ally-unfriendly blasts are the hardest to use and it doesn’t enlarge well.

Word of Pain (DP): For Malvokers or at epic enlarged, this is quite a good power at a burst 2 or 3. As a burst 1, it’s a bit more difficult to use and just solid. For a Malvoker Divine Oracle, this power becomes very strong at epic.

Daunting Blasphemy (DP): A decent enough power viewed in a vacuum, but it’s overshadowed by Astral Dust.

Sound of the Golden Clarion (DP): Weak area effect with a weak condition, and doesn’t benefit much from expanded blast size at epic.

Blood Debt (PHB2): Again, single target powers are just not the best options for invokers.

Glyph of Three Blades (PHB2): Nothing but untyped damage, and no condition to speak of.

Chainfire (DP): Nothing but damage, and you don’t even get the area effect if you miss.

Level 19, Daily

Level 19 is rather weak compared to level 15. Any invoker not returning to level 15 for one of the top four powers there is probably taking Summon Angel of Light.

Summon Angel of Light (PHB2): Flying, marks, line-of-sight restriction, radiant-vulnerability exploitation, and versatility as a tank or debuffer make this an excellent choice.

Forced Submission (DP): Single target sucks, but dominate is such an incredibly strong condition that this is a good power. Not only does it dominate, but it’s reliable, so missing doesn’t expend the power. If you've taken the Speaker of Xaos paragon path, it becomes a mandatory choice. Without Divine Oracle, i.e. for more blastery invokers, this is only pretty good.

Astral Tempest (PHB2): Quite a bit of damage, movement, and proning is pretty solid. This power is better than it looks at first glance, although somewhat difficult to use.

Wrath of the Fallen God (DP): This power is helped by the fact its effect is guaranteed, and it’s also quite respectable damage.

Tomb of Magrym (PHB2): This power suffers from the fact that its damage isn’t really that relevant, since it’s more of a pure control power. Enlarging it at epic and trapping an additional target doesn’t even help that much, since they break out sooner.

Epic Tier Powers: Master of the Covenant

Invoked Devastation influences epic power ratings heavily, as it improves bursts twice as much as blasts. Notable also at this tier is a lack of thunder/lightning powers compared to previous levels, as well as excellent feat support for radiant powers at epic (which improves the ratings of radiant powers).

Level 22, Utility

This level has several decent but not amazing options. Most invokers will either take Invoke Heroism or return to one of the excellent level 16 powers. Malvokers might take Covenant of Vengeance or Invoke Angelic Form for personal defense.

Invoke Heroism (PHB2): An extra standard action is incredibly powerful, although it’s worth pointing out that Templar’s level 6 Mantle of Might could do this 16 levels ago.

Invoke Angelic Form (PHB2): Flying for a whole encounter is definitely useful.

Covenant of Vengeance (PHB2): Discourage an enemy from attacking you or an ally for a whole encounter. Can really wreck some area-effect-using monsters and wind up giving a constant bonus.

Call Angelic Shield (DP): Huge bonus to defenses for a whole encounter. For the self-dazing types, this is worth considering, but Covenant of Vengeance is probably a better version due to its offensive possibilities.

Ward of Divine Light (PHB2): A decent enough effect, but the standard action tax is annoying.

Herald of God (DP): Bonuses to skills you’re probably not using.

Invoke Sight (DP): Removing one blind is pretty situational.

Level 23, Encounter

Level 23 has an excellent option for controllers in Word of Bewilderment and also for blasters in Storm of Celestia. Some other invokers might opt for the control-from-a-distance of Age’s Infirmity.

Word of Bewilderment (DP): Enlarged, this is a close burst 3 stun, which is far better than any other option at this level, especially mitigated by Superior Will. Superior Will also heavily influences the Malediction kicker, making it worth it to use if you can catch a couple more opponents in the burst. With Royal Command of Asmodeus, or for Malvokers, this is the only option worth considering.

Storm of Celestia (PHB2): This rating assumes Resounding Thunder and Invoked Devastation, for a huge ally-friendly ultimate-chessmaster area burst 4. This is also the best sliding power of any kind in the game, since nothing specifies the route you have to take to slide creatures (presumably you could slide someone outside the burst, anywhere on the board, an infinite number of squares). The rating assumes you have a party optimized around having some sort of zone/effect to slide targets to.

Age’s Infirmity (D 380): Factoring in Invoked Devastation, this becomes an area burst 2 that slows and weakens. If it had a better damage type or were ally-friendly, this would be sky blue.Fateful Foresight (DP): This isn’t really very good, since it won’t actually negate an attack, but just negate the difference between a monster’s special attack and its basic. Decent at least for Preservers. For others, it’s worse.

Final Reproach (DP): Not a bad effect, although the daze is delayed by a turn. Enlarged, and ally friendly, this would be a close burst 4, which can hit a lot of targets.

Plague of Poison (DP): For Wrath-vokers, this adds up to a decent amount of damage. For others, this is worse.

Cascade of Five Suns (PHB2): Nothing but damage makes this an unexciting power, even with a guaranteed hit on the most important target.

Vindicating Flames (PHB2): Another damage-only power that just doesn’t compete with other options at this level.

Word of Rebuke (PHB2): Not a terrible debuff for a single target power for Preservers. For others, it’s horrible.

Level 25, Daily

Level 25 has no clear winner. Morninglords will like Anthem of the First Dawn. For melee-heavy parties, Racking Invocation of Pain is a solid choice here. For parties with multiple divine characters, Invoke the Fallen might see some play. The best choice is probably to go back to 19 for the angel or the dominate, though.

Anthem of the First Dawn (PHB2): Ally-friendly huge effect that grants a ton of healing. The lack of control is somewhat annoying, but painting every target on the battlefield for Morninglord is quite strong.

Invoke the Fallen (PHB2): No damage type, ally-unfriendly, but it enlarges to an area burst 3 blind+ongoing damage. If you have several divine characters in the party, the kicker is nice, but it's negated by the lightly obscured, which is kind of amusing.

Eye of the Sun (DP): It’s radiant sphere! A pretty good power, especially if you can keep enemies near the sphere. If you have radiant vulnerability 10, etc., this is a bit better.

Rain of Colorless Fire (PHB2): It’s nothing but damage, but it’s quite a bit of it in an area burst 3 enlarged. Assuming you can trap a couple of monsters in the zone each round (which depends on your party’s abilities), this can be really good. Fire gets resisted a lot, though, which keeps this from being sky blue.

Trumpet the Eight Dooms (DP): With Resounding Thunder, becomes a blast 7, and this does quite a bit of damage.

Despised of the Gods (DP): A difficult power to assess, as the penalty to saves can be interesting. Single target probably keeps it from being good, though.

Shackles of the Chained God (DP): Fairly weak damage and a lackluster effect.

Penance of Amoth (D 381): Horrible single target power.

Word of Cessation (DP): This isn’t even as good as our heroic tier encounter powers.

Level 27, Encounter

There really aren’t any invoker encounter powers that even come close to a close blast dominate. Pretty much every invoker will take Compel Action (the only thing that saves this level from being really bad for invokers). It's worth pointing out that Wrathvokers should do anything they can to get the cleric encounter power Valorous Charge. which is even better than Compel Action. With the Con bonus to defenses AND a huge nova, Valorous Charge is easily the best encounter power in all of 4e.

Compel Action (DP): A close blast 6 (enlarged) dominate is one of the best encounter powers in the entire game. The Preservation kicker is irrelevant; this is great for everyone.

Invoke Terror (PHB2): This would be an amazing power if it only hit enemies. You want your allies next to the monsters for opportunity attacks, but then they get hit by the power. So it requires near-perfect positioning just to use, which keeps it from being really great.

Swarm of Astral Steel (PHB2): Enlarged, this is ok, but, even assuming everyone takes 10 extra damage, it still isn’t that exciting.

Brand of Fire (DP): Hitting some targets for a bit of damage is weak for a level 27 encounter power.

Pall of the Shadowfell (DP): Vanilla two-target damage is unexciting.

Word of Annihilation (PHB2): Nothing but damage. Terrible power.

Word of Death (DP): After all the great “Word of...” powers, it’s hard to believe someone thought this one appropriate for level 27.

Offering of Peace (PHB2): Useless single target garbage.

Level 29, Daily

Like at level 27, an area effect dominate is just substantially better than your other options. Most invokers will take Word of the Gods.

Storm of Heaven (DP): Enlarged to an area burst 3, this is quite a good power. If it weren’t for Word of the Gods, this would be the best power of the level.

Summon Angel of Victory (PHB2): A nice summons with a -2 to defenses debuff attached to its minor action attack. Very nice.

Invoked Devastation (DP): An aoe triple tap power isn't bad, if you're an invoker built for aoe blasting. With substantial damage bonuses from other party members or various mods/vulnerabilities, this power can actually do quite a bit of damage and is better for those types of invokers.

Invoke the Absolute Dark (PHB2): Generally speaking, this is just a pretty good power as an area burst 3, but, combined with a lot of forced movement to knock monsters back into it, it can be really sweet.

Apocalypse from the Sky (DP): Ally-unfriendly, and too many things fly for this to be really good. But it isn’t a bad power.

Harm (D380): This power was destined for greatness until you read “OR can take a -2 to attack rolls until the end of the encounter”. That penalty just isn’t meaningful enough to make this power any good.

Malediction of the Eternal Pyre (DP): Nothing but damage, and not a great damage type at that.

Fires of the Silver Gate (PHB2): Even radiant vulnerability couldn’t save this power from being awful, though it wouldn’t be [b]quite so bad[/b].

Recommended Feats

Some feats have already been reviewed. For invoker class feats affecting your Channel Divinity power or your Covenant Manifestation, see the section on those abilities. For domain feats, see the section on at-will powers.

When evaluating feats, you generally want to look for:

1. Additional targets: Anything that enlarges/expands your spells or adds more targets is a giant increase.2. Accuracy: Much of the strength of your powers lies in their control effects and riders. You want to make sure your powers land.3. Initiative: Like all controllers, you want to make sure you go first so that you can land a powerful control effect as soon as possible.4. Damage type riders/At-will optimization: Anything that enhances one of your existing at-wills, or enhances a damage type you commonly use, is great.5. Damage: You care about damage a bit more than other controllers, because it’s one of the ways to justify your multitarget at-wills.6. Power Recovery: Anything that gets you your encounter/daily powers back is great, especially once you hit 27 with Word of the Gods.

Enduring Fury (D387): Decent enough, but why are you playing a half-orc invoker again?

Hand of Fury (D387): When you start doing the math on missing with your multitarget daily powers, you miss 3 targets like 3% of the time, 2 targets like 9% of the time. Not enough to be worth it.

Heaven’s Arrow (D387): Bonuses to hit are always good, but this one is a bit situational. Still, not bad.

Infernal Malediction (Tiefling, DP): Giving all your attacks the fear keyword combines with Talisman of Terror to produce a disgusting combination, but the problem is you can no longer control when you use Infernal Wrath like you could pre-Essentials.

Invoke Resilience (Human, DP): Too small a bonus for a 3-4 times a fight ability.

Invoker Defense (PHB2): I completely disagree with the previous guide that this is a feat tax. Many invokers might not bother with this (those who prefer to operate from range). This is an essential power for a close blast specialist, however.

Relentless Crusade (Warforged, D387): A +1 to only a single attack roll is pretty poor.

Righteous Summons (D387): All of these are rather nice improvements if you took 3 summon dailies (kind of unlikely).

Unsettling Omen (D387): This is actually a decent feat for a close blast specialist, such as a Devoted Orator. Other types of invokers are probably not interested.

Vanguard’s Eye (D387): A rather lackluster bonus.

Wild Wrath (Elf, D387): Too situational to be any good.

Paragon Tier

Awaken God Fragment (D382): This is a very solid feat, effectively providing you an additional Covenant Manifestation once an encounter. You have to go to the precompiled Dragon 382 just to find these (they’re not in the Compendium, and the individual article has poofed from the web site). Interesting ones include Avandra (when ally next to you saves vs. immob/restrain, can roll two dice; when you use encounter/daily, an ally adjacent to a target can save and roll two dice if it’s vs. immob/restrain); Corellon (+2 to Arc/Nat; when you use encounter/daily, you or an ally adjacent to you can teleport 5 squares); Kord (encounter/daily, you can push targets 2 squares); Moradin (+1 healing surge; when you use enc/daily, one ally you can see gets tmp hps = to Int or Con mod); Pelor (enc/dailies do extra radiant dmg = to Con or Int mod); Raven Queen (your enc/dailies slow all targets).

Invoker’s Control (DP): Lots of times, your save ends effects are control powers, and you don’t even want to be hitting those targets if they fail.

Pillar of Heaven (D387): Again, you just do not miss very often when hitting multiple targets.

Speaker of the Gods (PHB2): Crit range of 18-20 on dailies, etc., is not bad.

Staff of Channeled Invocations (D387): Staff Expertise rendered this kind of worthless. This does turn a Power of Skill Divine Bolts into an MBA, though, but that has more implications for non-invokers.

Epic Tier

Devastating Invocation (DP): This is a solid feat if you have expanded crit range or radiant vulnerability. On a 3 target power, 10% chance to crit * 2 enemies in range * 13.5 damage = 2.7 damage added to every attack post-attack-roll, equivalent to a +3.5 dmg feat pre-attack-roll, so better than Implement Focus. With both expanded crit range and radiant vulnerability, this gets [color=DarkTurquoise]really good[/color].

Dreadful Invocation (D387): Simply incredible feat to give strikers attacks of opportunity. This should add quite a bit of damage, and the save ends attack penalty is pretty sweet too.

Invoked Devastation (PHB2): Almost every invoker will take this at level 21. Auto-enlarge on every encounter/daily power (and some at-wills, if you went that route) is just incredible.

Invoker Implement Expertise (D387): Combined with Devastating Invocation, Dreadful Invocation, Font of Radiance, and Punishing Radiance, invokers can really wreak havoc on multiple opponents with a single crit. This feat is well worth it for that reason, never mind the innate damage it adds.

Invoker’s Aura (DP): A nice feat to discourage enemies from attacking you, but Malediction/close invokers are unlikely to be radiant specialists to benefit from any vulnerability. And radiant has a lot of competition at epic for feats.

Reaching Invocation (D387): Pretty solid feat. It only has to add 1 or 2 targets a fight to be worth it.

Feats are too numerous nowadays to cover them all. If you have one you want rated and added to this list, just post it. I’m just presenting the good feats I could locate.

Heroic Tier or Essentials

Armor Proficiency: Scale (PHB): Hard to qualify for at heroic for a Con-voker, because you don’t really want to kill your Reflex by starting with Int 11 Str 13, but this might be worth nabbing at paragon.

Battlewise (HotFK): Initiative is important for any controller. It is not a question of if you take this feat, but when.

Coordinated Explosion (PHB2): Not as good as it is for some classes, since you don’t want allies in your unfriendly blasts/bursts, and your at-wills will mostly be ranged attacks. Still decent, though.

Distant Advantage (PHB2): If you mostly use ranged/area attacks, this can be good. Not so great for the close attackers. Invokers struggle to get CA in this tier.

Echoes of Thunder (PHB2): A good feat for Devoted Orators, or Storm-Powered Vanguard’s Lightning users.

Expertise: Everyone will want some form of Expertise, so you will be taking one of these feats. I’ll break them down and rate them using the color scheme, though (always keeping in mind taking any one of them is gold).

Staff Expertise (HotFL): The best of the expertise feats, because we make many ranged attacks, and not provoking attacks of opportunity is a huge benefit.

Mighty Crusader Expertise (Dr402): Very useful feat for hybrid invoker|clerics, or any invokers planning on using holy symbols but dabbling in weapon attacks.

Holy Symbol Expertise (HoS): For Malediction invokers who daze/stun themselves a lot, especially Divine Oracles, this is the ideal implement expertise to use. You pretty much never grant combat advantage. For invokers who operate from range, this is a [color=Purple]subpar[/color] choice.

Orb Expertise (HotFL): Although it requires a wizard/psion MC, this does pick up Orb of Nimble Thoughts, useful for adding your Int to initiative. This may be the choice for builds that want to use forced movement for something or hybrid for wizard imposition.

Rod Expertise (HotFK): Getting a shield bonus is a very good bonus, but rods just aren’t that great as implements compared to staffs.

Wand Expertise (HotFL): Not as good a benefit, and, again, it’s hard to see why you’d use a wand.

Hafted Defense (PHB3): A pretty good bonus to AC/Reflex for Con-vokers, but it’s debatable if this is better than MC’ing Wizard for Orb of Nimble Thoughts for an Int-voker.

Heavy Armor Agility (HotFL): Unlikely to be that useful, as moving 5 isn’t really a huge drawback for a ranged/area class, and close blast invokers are probably Int-based.

Hidden Sniper (HotFK): Seems to be a good way for invokers to get CA on ranged attacks, but it doesn’t kick in unless/until you can get Armor of Dark Deeds (a level 14 item) plus Superior Reflexes to have CA in round 1. Phantom Chaussures at 18 (for Con-vokers, who couldn’t benefit from Armor of Dark Deeds) and Shadow Band at 27 are the other concealment options. Also doesn’t work on close/area attacks.

Implement Focus (HotFL): Probably worth taking, since adding damage is worthwhile for invokers on their at-wills. Radiant/fire-only invokers will switch to Invoker’s Blaze at paragon, though.

Improved Defenses (HotFL): This borders on gold, but some builds might take both Superior Will and Superior Reflexes and skip this.

Improved Initiative (PHB): This is still very good, but it’s not 100% essential to take both this and Battlewise early on.

Mark of Storm (EPG): If you use thunder and lightning powers, and if dragonmarks are allowed, this feat is fantastic. Divine Bolts and Vanguard’s Lightning both slide, as do Thunder of Judgment and Devoted Orator blasts, etc.

Nimbus of Light (DP): A pretty good bonus for a radiant party, but not that great for everyone else.

Oncoming Storm (PHB2): This is ok if you’re using Divine Bolts and thunder encounter powers.

Power of Amaunator (FRPG): Can be used for free on any power with no range restrictions like Solar Enemy has, but it's only good for one attack, whereas Solar Enemy can be good for as many as three (with an action point) + more if someone grants you another. Worth considering as a 2nd CD in a radiant build, though, if you have a way to use more than one an encounter.

Resilient Focus (HotFL): A +2 bonus to all saving throws can come in handy.

Shield Proficiency: Light (PHB): This is unlikely to be a correct choice for many builds, really. Con-vokers can more easily take Hafted Defense, and Int-vokers would rather start with Con 12 than Str 13.

Silvery Glow (Sehanine, D386): A better bonus for radiant damage or winter-powered Hand of Radiance. Slightly better than Invoker’s Blaze, unless you’re spending more than half the time bloodied or using fire-only powers.

Skill Power (PHB3): There are some decent options here (Deliverance of Faith for Con-vokers, especially); can look at the powers section for ideas.

Solar Enemy (DP): Two full turns of radiant vulnerability adds up to a ton of damage, even subtracting out your invoker CD. If anyone else in the party uses radiant, this gets very sick very fast.

Superior Fortitude (HotFL): A Con-voker will probably just skip this for Improved Defenses.

Superior Implement Training (PHB3): The general choice will be accurate for a constant +1 to hit, or possibly quickbeam staff for some thunder/lightning builds, or defiant rod for radiant builds.

Superior Reflexes (HotFL): Combat advantage isn’t the easiest thing to get going first, and this radically improves your first control spell. Definitely not a bad choice. If you get Armor of Dark Deeds and Hidden Sniper, this feat becomes part of a CA-generating combo for ranged attacks. This is an Int-voker-only solution, though.

Superior Will (HotFL): This is a very solid feat for invokers, even moreso than for other classes because of all the self-dazing/stunning powers. This feat really imbalances the intended design of many of those powers by cutting the drawback in half. Note that the Circlet of Arkhosia, if available in your game, can eventually replace this feat.

Toughness (PHB): Not a bad choice for close blast invokers; others can probably skip it.

Vicious Advantage (PHB3): Invokers really don’t have enough slowing/immobilizing powers to make this useful. Even Power of Earth only slows on Visions of Blood until the start of next turn.

Wintertouched (PHB): Half of Frostcheese, mentioned for those who use Power of Winter with Hand of Radiance.

World Serpent’s Grasp (HotFK): With the addition of Ooze Master, this feat has gained in value immensely. You can use Sudden Slime to set up a prone on a ToJ. This feat also works great with Tide of the First Storm, allowing you to prone during your control nova rounds.

Paragon Tier

Armor Specialization (Hide) (PHB): Int-vokers won’t qualify for this until epic, but it’s not a bad choice.

Armor Specialization (Scale) (PHB): Con-vokers likely won’t qualify for this until epic, where competition for feats is fierce, but this is decent enough. Questionable whether or not you’d go w/Dex 13 over Int though.

Danger Sense (PHB): Many invokers might skip this and just opt for Battlwise+Imp/Sup Init. Still can’t be a bad choice.

Fiery Blood (HotEC): Mentioned in case you're somehow doing a fire invoker, in which case this feat will be useful.

Lasting Frost (PHB): Even if you went Power of Winter, this is only affecting your at-wills, as invokers don’t have that many cold powers.

Lightning Soul (HotEC): If you're a lightning blaster, this could be good; not generally useful.

Pervasive Light (DP): The problem with this power is that it “breaks the cycle” and you don’t get the next turn of damage (if you’re the Morninglord, that is). But this can still be a fair bit of damage if you have some non-radiant powers in your build, and it’s great if someone else is the Morninglord.

Psychic Lock (PHB): Great with Visions of Blood and many encounter powers. It won’t be for every invoker, but it’s great for some.

Reserve Manuever (PHB2): This option should always be kept in mind for when your level 11 paragon path power is terrible.

Solid Sound (PHB): This is only really good if you’re a Devoted Orator using Visions of Blood, or you’re using Storm’ed Vanguard’s Lightning as your main at-will.

Thunder's Rumble (HotEC): Mandatory feat for Thunder Blasters.

Uncanny Dodge (PHB): This feat is worth noting for the close blasters, since it will negate the +2 from dazing/stunning yourself.

Epic Tier

Divine Mastery (DP): Once you get Compel Action at 27, this feat is probably essential. Great even before then, though.

Echo of Letherna (D380): This seems interesting, as not a lot of stuff resists both necrotic and radiant.

Epic Fortitude/Reflex (PHB2): Generally speaking, you should at least shore up your weakest defense with one of these feats.

Epic Resurgence (PHB): Getting back Compel Action is a fantastic result, but this only applies to one attack a round. Better for Divine Oracles with Invoker Implement Expertise, since they'll be critting 19% a round.

Epic Will (PHB2): Probably skippable, but it’s not a bad choice if you do take it.

Fires of Heaven (D377): Mentioned in case you have some way to deal ongoing radiant damage a lot.

Font of Radiance (PHB2): This isn’t bad, but, of the many epic crit-enhancing radiant/invoker feats, it is probably the weakest (if you’re looking to skip any).

Long Step (PHB3): This might have some utility if you’re a close blaster. Probably not needed for most other invokers, as they don’t provoke w/ranged/area.

Punishing Radiance (DP): Extremely powerful combined with Devastating Invocation (apply this first, then do the damage). Adds more than 2 damage to each attack just based on that, never mind the bonus from subsequent attacks.

Superior Initiative (PHB3): A huge bonus to initiative is well worth taking.

Unfettered Stride (PHB): Ignoring difficult terrain is great if you’re a Keeper of the Nine. For others, this is just ok. Dwarves will take Solid Footing instead.

This will be a far from complete coverage. If you’d like a feat added to this section, just post.

Arcane Admixture (Arcane, PHB2): Not a bad choice if you went with Power of Arcana on your Divine Bolts.

Arcane Initiate (Wizard, PHB): This is a fantastic feat, since it gives you an encounter power and opens up orbs as implements.

Disciplined Talent (Psion, PHB3): Opens up Orb of Nimble Thoughts, but it doesn’t do much beyond that.

Divine Healer (Cleric, DP): Since you already get Religion, I think this is the best way to cleric MC.

Dizzying Mace (Fighter, D378): This feat can be incredibly effective on powers like Deadly Doubt, Thunder of Judgment, and Brilliant Revelation. Requires hybrid/MC to a holy symbol class, or the use of Ironscar Rod.

Domain Synergy (Cleric, D379): Decent attack bonus to at-wills, but needing both the CD feat and the “Power of...” feat can be rough.

Enabling Shot (Warlord, MP2): If you’re doing the radiant critfishing build, this can be a nice addition.

Initiate of the Old Faith (Druid, PHB2): Druid is a solid option for MC for invokers.

Insightful Leader (Warlord, MP2): This opens up some options like Enabling Shot.

Mending Spirit (Shaman, PP): Used in between fights, this can be quite incredible for a non-leader class to have.

Quickened Spellcasting (Arcane, Epic, AP): If you went for Power of Arcana Divine Bolts, this must have been one of the reasons.

Radiant Advantage (Cleric, Epic, DP): Permanent CA for you and all your allies is great for radiant builds.

Battle Intuition (Deva, D374): With the +2 feat bonus to initiative, this is better than Battlewise for Devas until/unless you take Improved Initiative.

Bred for Battle (Mul, D391): A +2 to initiative is nothing to scoff at.

Darkening Mind (Shadar-Kai, 391): You can get a 2nd round of shadow jaunt goodness if you take the Noble Adept theme and mc a psionic class (or hybrid psion). I personally don't think this is worth it, as this will take up your theme and one feat slot. The best way to get a 2nd round of prone is to use Dread of Sakkors+World Serpent's Grasp. Hybrid assassin is another wacky possibility to take the feat to recharge shadow jaunt.

Distant Swarm (Shardmind, D387): This is interesting for both getting combat advantage and getting into position for a close Malvoker attack.

Doom of Jiksidur (Shadar-Kai, D391): This is an absolutely mandatory feat for Shadar-Kai invokers and singlehandedly makes the race an excellent choice. Take it at level 1, and use Thunder of Judgment as a daze/prone/almost-stun. This is even more potent if you can somehow get the power point/psionic qualifications to use Darkening Mind to gain this benefit for 2 full turns.

Dread of Sakkors (Shadar-Kai, D391): Combined with World Serpent's Grasp, this feat can be used to add control in the 2nd round (the round after you use shadow jaunt). For example, ToJ w/Doom of Jiksidur and this, and you can push 2, daze, prone, and slow, and combined with WGS, will be able to prone the targets again the next round.

Drowning of Nhalloth (Shadar-Kai, D391): This one's not as good as the other feats, since the slide and -2 to hit aren't going to turn your encounter powers into almost-stuns the way push+prone+daze can. It does work nicely with immobilize powers though (slide+immob way better than plain immob since you can demob allies and guarantee a foiled attack).

Royal Command of Asmodeus (Tiefling, PHR:T): Turning all your stuns into dominates is phenomenal; all devas and tieflings should take this. This will see more play in the hands of a Deva Soul of the World, though.

Secret of Enduring Vigor (Wilden, PHB3): This could be great if you take an Epic Destiny without a pop-back-up feature.

Paragon Paths

The best four paragon paths for invokers are Divine Oracle (controllers), Devoted Orator (close blasters), Morninglord (radiant blasters), and Flame of Hope (preservers/enablers). Others have made the sky-blue cut, but the above four are a notch above the rest.

Malediction Invokers will probably choose Divine Oracle, although Devoted Orator is also strong to enlarge close blasts. Overall, I think Divine Oracle edges out Devoted Orator because the malvoker close blasts are ally-unfriendly. For this reason, I think double rolls on smaller blasts adds a greater benefit than single rolls on a larger blast.

Wrathvokers will likely choose Morninglord, although Lyrandar Wind-Rider is solid for a thunder/lightning focus. Speaker of Xaos is also interesting. In general, many of the best paragon paths are Int-based, so Wrathvokers suffer a bit here if they can’t take Morninglord or LWR. Keeper of the Nine, despite the Int riders, can be pretty good also, as can be Adept of Whispers, Hammer of Vengeance, and Divine Hand.

Preservation invokers will likely choose Flame of Hope or Morninglord, although Keeper of the Nine can be made to work for them also. Shardmind preservers should look closely at Gatekeeper, as it can add immobilized conditions to all their sliding powers.

Adept of Whispers (DP): The action point feature is beautiful, the -2 save penalty is awesome, and the level 20 daily is pretty good. All in all, an excellent path.

Angelic Aspect (PHB2): A lot of average or subpar features, but a permanent +2 to all effective defenses at 16 is really nice.

Arbiter of Forgotten Justice (D381): A decent paragon path based on healing/defense. The regain 5+Wis hit points on a crit is nice, as you will crit 35% of the time on a 4-target Hand of Radiance with 19-20 crit range.

Blightspeaker (PHB2): Single target focus and poor damage type make this a subpar paragon path.

Crimson Arbiter (DP): This paragon path is all over the place. It has some interesting encounter-long benefits, but no real coherent build/idea.

Devoted Orator (DP): Although one has to focus on close blasts/bursts to get the most out of this build, every power/feature of the path is useful. The level 16 class feature can turn all your close bursts into +2 size (with Resounding Thunder and Invoked Devastation), and the Int bonus to damage is sweet. Legion Rebuke at level 11 is a total beast of a power.

Divine Hand (DP): The powers are ally-friendly and pretty solid. The features are kind of weak, although the action point feature combined with Skull Mask and Talisman of Terror is really nice. Without that combo, this path is just ok.

Divine Philosopher (DP): An extra standard action per day is nice, but too much of the rest of the pp has a single-target focus. The extra divine at-will as an encounter power seems interesting, but I’m having trouble thinking of a good use.

Flame of Hope (PHB2): A fantastic paragon path for Int-vokers, with an emphasis on healing/enabling. The action point feature, level 16 feature, and level 20 daily are all grand.

Hammer of Vengeance (PHB2): A constant penalty to saving throws is really nice (especially if your party has a lot of daily save ends powers), move action teleport, and the action point feature can add up to good damage. The level 20 power can either safeguard one character completely or deal a ton of extra damage. Adding daze to crits (once you crit on 19-20) is a decent bonus also. Lots of solid stuff that adds up to a pretty strong paragon path.

Keeper of the Nine (DP): Glyph of Warning can be a double or triple tap; it’s a very strong power. The action point feature is solid, and the ability to generate 8 squares of rubble on demand is quite nice also (especially if you can ignore difficult terrain yourself, and Terrain Advantage becomes interesting also). Bloodied increasing your burst sizes also has lots of interesting applications, and is easy to do every encounter with items. The level 20 power is amazing also. Despite no coherent theme, this paragon path is still really good.

Speaker of the Word (DP): Minor action u12 chessmaster power that triggers +2 to attack for you until end of next turn? Really nice. The level 11 power is also quite good. The level 11 features are pretty weak, and the d20 is unimpressive, but still a decent path.

Stonecaller (DP): The action point feature is pretty nice, tremorsense is kind of cool, and the level 20 power is truly excellent. A solid path.

Theurge of the Compact (Wrath, DP): Too much single target focus and uninspiring powers/features. The extra fire damage at 16 is all right; if you have some sort of fire focus, this might be ok.

Vessel of Ichor (Wrath, DP): Silver Rain is pretty nice, but the rest of the paragon path leaves a lot to be desired.

Vistani Execrator (Malediction, D380): A bunch of single target garbage, and too much of a focus on CA (which you can get more easily with Hidden Sniper).

Zealous Demagogue (D377): Not really a controller focus, but the action point feature, daily dominate, and Martyr’s Blood are both pretty good. Fanatic Charge is kind of weak for an encounter power (your encounter just becomes a striker at-will).

Adroit Explorer (Human, PHB2): An extra encounter power usage, free reroll on a save, and an extra action point after each extended rest make this a solid paragon path for any class. The primary draw is a second usage of ToJ.

Divine Oracle (Cleric, PHB): For most invokers, isn’t that great, but for a Malediction invoker who takes all the Word powers (blind at 13, weaken at 17, stun at 23, dominate at 27), this is an amazing paragon path. Your encounter powers already daze you, so there’s effectively no drawback. For this reason, Life Singer is strictly worse and not even worthy of consideration.

Gatekeeper (Shardmind, D387): A phenomenal control-oriented path with a magnificent level 12 utility power in Chosen Threshold. Combine with MoS-sliding Divine Bolts, or the Celestia line of powers, for awesome consequences.

Lyrandar Wind-Rider (Mark of Storm, EPG): This is taken primarily for front-loaded +1 to hit/+Con to damage (you’d probably use Divine Bolts/Vanguard’s Lightning), but it’s worth pointing out the lack of thunder/lightning powers at high levels for invokers.

Morninglord (Amaunator, FRPG): Many of the features of this paragon path won’t do much for you, but Burning Radiance and Pure Glow (even if just used with Solar Enemy), are fantastic. With even one other radiant specialist in the party, Burning Radiance just gets completely disgusting.

Speaker of Xaos (Arcana, HotEC): This path has an amazing action point feature, which can be used to expand the size of many invoker powers. A lot of invoker powers are untyped damage, so it's not too hard to convert them to gain keywords. Even just used on Thunder of Judgment, the AP feature is incredible. The rest of the path isn't terrible, but isn't great either (extra damage for ToJ if they move, or the D20 for example can add restrained save ends to Thunder of Judgment).

Epic Destinies

Most invokers will choose an epic destiny that raises their two best stats. For radiant specialists, that would be Avangion. For Malediction invokers, it might be Destined Scion for the hit bonus. Devas will undoubtedly choose Soul of the World. And Chosen and Demigod are always good. Power recovery epic destinies like Archmage and Planeshaper might also see some play, as might Radiant One for the damage bonus.

Archmage (Wizard, PHB): Your dailies are strong, so getting them back is quite good. Should probably power swap for a wizard daily to make use of the level 26 utility though.

Avangion (Arcane, DSCS): Incredible ED for Wis/Int or radiant specialists, as it turns all powers into radiant at level 24, while still giving two stat bumps (unlike Radiant One). The only problem is you can’t have both this and Radiant Advantage without being a hybrid.

Avatar of Death/Justice/Life (DP): Double stat bump for Wis/Int-vokers, but it lacks the features of Avangion, Pyreen, Destined Scion, etc. A feat prerequisite is pretty steep, too.

Avatar of Storm (DP): Interesting, in that it can turn all your lightning powers into thunder and qualify them for Resounding Thunder. And it improves feats like Oncoming Storm to apply to everything.

Destined Scion (HotFK): Vanilla but very effective, with a constant +1 to attack and two ability score bumps.

Eternal Seeker (PHB): Lets you poach powers from other classes, but your epic powers are strong. This is obviously better if you have a particular plan in mind, which is why it's mentioned here.

Heir of Siberys (D388): Two ability score bumps, although this isn’t the strongest of options.

Hordemaster (DSCS): Dark Sun’s version of Demigod. Two ability score bumps and a flavorful resurrection ability.

Planeshaper (D372): An extra use of Compel Action, plus radiant critfishing is rewarded with a banishing effect. Presumably, you can trigger all your other crit actions first and let them resolve before you banish the primary target.

Pyreen (Primal, DSCS): A great flavorful ED for Wis/Int invokers, with lots of leader-like powers/features.

Radiant One (D366): This does turn all your powers radiant and add Int to damage (combine with Radiant Advantage + Superior Reflexes for perma-CA), but I think the lack of stat bumps keeps this off sky blue compared to Avangion.

Reincarnate Champion (Primal, PP): Allows you to grab racial feats from other races (Tiefling, hi). Only one stat bump, though, and it comes later than normal.

Revered One (PHB2): Take Glorious Channeler and a bunch of CD feats for extra encounter powers.

Sage of Ages (Arcane, AP): Not a bad epic destiny if you’re the knowledge specialist and can push Arcana.

Soul of the World (Deva, D385): If you’re a Deva, you’re taking this. It’s like Demigod, Reincarnate Champion, and Eternal Seeker rolled into one.

In this section, I will discuss items of interest to invokers. It is far too arduous a task to go through everything, so I have likely missed many items. If there’s something you don’t see on this list that should be, then please post and I’ll add it here.

You will likely take the feat Superior Implement Training at some point in your career. Below are how I rate the various options available for invokers (including wizard/cleric MC/hybrid).Accurate (All): Most invokers will take this. Although damage-increasing implements may be better in early heroic, they will eventually fall behind +1 to hit.Quickbeam (Staff): This may see some play in sliding builds where you want to add a square to your thunder/lightning powers, while also getting a damage bonus. In this case, this staff might be better than Accurate.Wrathful (Holy Symbol): For a Will-based build, this is solid, although the crit isn’t such a big deal for these builds, since they’re more about effects than damage. For non-Will builds, this is [b]worthless[/b].Dragontooth (Wand): Adds hit/damage to all Reflex powers, but this will often only be your at-wills.Defiant (Rod): The problem with a defiant rod is that the +1 shield bonus doesn’t stack with Rod Expertise. So all you get out of this is +2/3/4 to radiant damage. Not worth it compared to Accurate.Astral (Holy Symbol): The bonus to range still isn’t enough to offset Accurate’s +1 to hit.

Aversion Staff (Staff, PHB3): This can be an excellent offhand implement to grant a +2 item bonus to defenses against many targets. It works with Power of the Moon even, presumably.Blood Fury (Weapon, AV2): For off-hand for Keeper of the Nine builds. Make yourself bloodied to increase the size of your blasts and bursts by 1 for 2 full turns. For all other builds, this is [color=Crimson]pointless[/color].Crusader's Weapon (Weapon, AV): Excellent choice for cleric|invoker Dizzying Mace builds.Cunning Weapon (Weapon, AV): A good weapon for imposers, kept from sky blue only because of what you’re giving up (staff of ruin).Ironscar Rod (Rod, PHR:T): The best implement if you are going for a pure invoker Dizzying Mace build.Lightning Weapon (Weapon, PHB): Might be useful for Lyrandar Wind-Riders in some builds.Orb of Fickle Fate (Orb, AV): Invokers generally aren’t about imposing save penalties, but this is a solid daily.Orb of Inescapable Consequences (Orb, AV): Nice if you need to land that dominate.Orb of Nimble Thoughts (Orb, PHB3): Still good, but, post-errata, it is no longer as amazing as it used to be.Orb of Temporal Dissonance (Orb, D365): A way to give an initiative bonus to your whole party and cheese a turn effectively.Radiant Weapon (Weapon, AV): This turns all your powers into Radiant and gives you a damage bonus. Useful for Wrath Morninglords at level 16 who want to keep the best powers (Rain of Blood, Deadly Doubt, etc.), but still have them deal radiant damage. CB won’t let you use accurate with this, but that’s a mistake in the CB.Staff of Divinity (Staff, AV2): Worth it if you need something that acts both as a holy symbol and an invoker implement.Staff of Ruin (Staff, AV): This is by far the most popular choice. You get +1 to hit from accurate, an item/enh bonus to damage, and can attach shards.Staff of Time (Staff, AV2, 30): Making targets disappear on a crit is pretty sweet, if unpredictable, control.Symbol of Sacrifice (Holy Symbol, AV): From my point of view, this is just insane. This is like adding a save-granting rider to every single one of your powers. Amazing item.Symbol of Sustenance (Holy Symbol, AV): Amazing not for use as an implement, but for its daily power, which can extend Compel Action or some other nasty effect.Symbol of Victory (Holy Symbol, PHB3): An extra action point a day is pretty nice.Torch of Misery (Rod, AV2): This is a nice way to get Radiant Advantage before level 21.Unforgettable Cudgel (Weapon, AV2): Excellent choice for cleric|invokers for the Dizzying Mace build.Wand of Thunderous Anguish (Wand, AV2): This can turn you into a little Morninglord for thunder powers. Might be worth it over Staff of Ruin for some thunder builds.

Armor of Dark Deeds (Hide, AV2): Combine with Superior Reflexes and Hidden Sniper to have CA on all ranged attacks. Unfortunately, it won’t help your close/area powers.Battle Harness (Hide, D368): A misworded “power” bonus to initiative makes this an incredible item. Make sure your DM plays it this way and not as an “item” bonus before taking it, though.Dwarven Armor (Chain+, PHB): Free healing is never bad.Lifeblood Armor (Hide, PHB2): 15 temporary hit points every encounter is quite nice.Rebuking Armor (Chain, PHB2): +1 untyped bonus to all defenses against anything you hit is quite nice.Shadowdance Armor (Leather, Seekers of the Ashen Crown): If you’re not using a staff, this might be worth it. Worthless if you are, though.Time Link (Chain, AV2): Bonus to initiative for the heavy armor wearers with no Orb of Nimble Thoughts.Tactician’s Armor (Chain+, AV): Int-vokers might get some mileage out of this.Veteran’s Armor (Any, AV): This is never a bad choice.

Cloak of Distortion (AV): Defense to ranged attacks is great. Doesn’t stack with Aversion Staff, though.Periapt of Cascading Health (D369): Ending a condition for free once per encounter is awesome. Not much shuts you down as a ranged attacker, though, so it isn’t necessarily the only option here.Talisman of Terror (AV2): This forms half of a combo with Infernal Malediction. If you have that feat, this can become glorious.Timeless Locket (AV2): Great if you don’t have Orb of Nimble Thoughts.Torc of Power Preservation (AV): Getting back Compel Action is always good.

Bracers of the Perfect Shot (PHB): Decent for Skilled Divine Bolts if you’re not using a Staff of Ruin for whatever reason.Bracers of Rejuvenation (AV): Not a bad little item for a Convoker with surges to burn.Focused Shield (PsP): This item is great for resist 5 to all ranged attacks (if you’re somehow proficient in shields).Trollhide Bracers (AV): Regen for one encounter is decent.

Boots of Caiphon (AV2): Minor action movement is sweet.Boots of Eagerness (AV): Minor action movement at low levels.Boots of the Fencing Master (AV): Nice defense when you shift, which is easy for ranged characters to do. Item bonus, though, so doesn’t stack with some things.Boots of Speed (AV): Very nice bonus for anyone.Boots of Striding (PHB): Movement speed bonus is nice; not for heavy armor wearers, though.Boots of Teleportation (AV): Great boots; unclear if they’re better than Zephyr though.Phantom Chaussures (AV): Perma-CA on all your ranged attacks with Hidden Sniper.Rushing Cleats (AV): Of interest to close attack sliders, such as Devoted Orators with Mark of Storm.Sandals of Avandra (AV): Really nice movement features, but by this level, you have a lot of competition with flying, teleporting, etc.Zephyr Boots (AV): Gaining a fly speed is great if you don’t have it from your epic destiny.

Antipathy Gloves (AV): This is a really nice item for the close blasters to try to discourage attacks. Combines with Keeper of the Nine to really keep them away from you.Coif of Focus (AV): Interesting option for self-dazing/stunning Malvokers with Superior Will.Gauntlets of Blood (AV2): Boring but untyped damage bonus some of the time is useful.Gauntlets of the Ram (PHB): If you’re pushing a lot, like a Malvoker or Devoted Orator, these gloves aren’t bad.Gloves of Ice (AV2): Might see some use if you’re doing the Power of Winter Hand of Radiance, or using a Frost Staff.Resplendent Gloves (AV2): If you’re Will-based, these can be useful, although invokers have no illusion powers. So these would just be a bit of extra damage.

Casque of Tactics (AV): Not a bad item but your initiative is usually great.Circlet of Arkhosia (PHR:DB): Not bad, but not as good as it used to be with Superior Will in the game.Circlet of Mental Onslaught (AV): Buffs your Will and has a decent encounter-long daily.Eagle Eye Goggles (AV): Beautiful item if you’re using Skilled Divine Bolts. Pretty useless otherwise.Eye of Awareness (AV): Will bonus and initiative bonus, but only useful if you’re not getting your initiative item bonus somewhere else.Headband of Intellect (AV): Amazing for the Malvokers, but [color=Black]just ok[/color] for everyone else.Phrenic Crown (AV): Not bad if you’re loaded up on Will dailies (invokers generally aren’t... they usually have some summons/walls/etc.).Skull Mask (AV): Another combo’ing item with Infernal Malediction and Talisman of Terror. For that specific build, this is [color=DarkTurquoise]fantastic[/color].

Belt of Vitality (AV): Similar to Diamond Cincture, but worse.Diamond Cincture (AV2): Free Fort defense bonus. This is almost gold; so many classes wind up using this, and there just aren’t that many useful belts.

[b]Greater Ring of Invisibility[/b] (AV2): Excellent item for Malvokers to avoid being attacked.[b]Iron Ring of the Dwarf Lords[/b] (PHB): The default entry level ring. Extra surges are especially good for Int-vokers.[b]Ring of Action Reversal[/b] (AV2): Interesting item for initiative and rerolling encounters, but how often do you miss every target?[b]Ring of the Dragonborn Emperor[/b] (AV): For Malvokers not using a staff, this is a nice damage bonus.Ring of the Radiant Storm[/b] (AV2): Both Divine Bolts and Hand of Radiance benefit from this. Since most invokers use lightning or radiant, this will see heavy use.Ring of Sorrows (AV2): Fantastic ring for tiefling malvokers, Divine Hands, or anyone specialized in Visions of Blood.[b]Ring of Free Time[/b] (AV2): Amazing item if you have any summoned angels in play. Also nice with Mystical Debris+Terrain Advantage combos.Ring of Wizardry (PHB): Many invokers might have an arcane power through wizard or templar, so this is not bad at all.[b]Shadow Band[/b] (AV): Constant concealment is really nice, and combos well with Hidden Sniper.

Avandra’s Boon of Escape (DMG2): The boon of choice if you’re not a radiant-focused build.Curse Eye Tattoo (AV2): By far the best tattoo for any controller.Dice of Auspicious Fortune (D381): Another crazy miscellaneous item that is hard to do without.Pelor’s Sun Blessing (DMG2): One of the most ridiculous items ever made. Absolutely essential in a radiant vulnerable build. Doubles the power of Solar Enemy, even at low levels.Siberys Shard of the Mage (EPG): Only usable on weapons, but a staff qualifies.Solitaires (AV): Nearly all of these are pretty useful.

Builds and Tactics

The Dominator (Deva Malediction Invoker/Divine Oracle/Soul of the World)

The idea of this build is to maximize the chances of encounter power domination. With Divine Oracle, we roll two dice on all our attacks vs. Will. If we miss, we’re dazed, but most of our powers daze or stun us anyway. By using Holy Symbol Expertise, we do not grant combat advantage while dazed/stunned. At the beginning of our turn, we get a saving throw from Superior Will, which we make at a huge bonus due to Dispater’s Iron Discipline.

By choosing Soul of the World as our epic destiny, we gain access to Tiefling feats, the most important of which is Royal Command of Asmodeus. This turns all our stuns into dominates. With Invoked Devastation, our Word of Bewilderment is a close burst 6 that dominates and debuffs -2 to next attack due to Psychic Lock. We can get this power back, or Compel Action, by critting or spending an action point.

In heroic tier, Crushing Doom allows us one free round where the monsters pretty much do nothing (resist 4-5 to whole party for a round in heroic tier is huge). This later gets turned into Cascading Doom at epic, allowing us to give vulnerability to all targets. In addition, all our powers grant a saving throw every round due to Symbol of Sacrifice.

The defenses of this build need to be strong to stand in the middle of a bunch of monsters (all our attacks are close blasts; Visions of Blood is our main at-will due to double rolls and Psychic Lock. The build has solid defenses, with all 3 epic defense feats, Superior Will, an Aversion Staff for more defenses, and Invoker Defense to boost AC if we hit something close. (And we pretty much never grant combat advantage).

If allowed, Templar from Dark Sun improves this build quite a bit. Take Mantle of Might, Fearsome Command, and Fettering Glare.

The idea of this build is to be as ally-friendly as possible. On all our divine encounter/daily powers, we slide two allies 2 squares (due to Covenant Shifting and Broadened Manifestation). Combine with allies with Agile Opportunist for extra basic attacks. In addition, the build sports many encounter-long effects, such as summons, conjurations, debuffing/buffing zones, etc. Our Preserver’s Rebuke grants an extra basic attack also.

When we spend an action point, all allies get +Int to hit against our targets. Although one could argue for Fourfold Invocation of Doom type of powers, I think that we should just stick to the best powers (a bonus against 3 targets should be readily achievable and be worth plenty to the rest of the group).

The build also maximizes radiant crit-fishing. Hand of Radiance is fully buffed, debuffs Reflex by 2, and crits on a 19-20. Crits are highly effective due to Punishing Radiance, Devastating Invocation, and Epic Resurgence. At 24, all our powers are radiant due to Avangion.

This is a classic Wrath Stormvoker, with an area burst 3 Vanguard’s Lightning and Divine Bolts as a ranged basic attack with +5 to hit (Eagle Eye Goggles plus Lyrandar Wind-Rider plus Destined Scion) and +Con to damage. Both of them slide due to Mark of Storm. Note that this build requires worship of multiple deities to work (Avandra also, for Avandra’s Covenant, which grants a saving throw on your encounter/dailies if needed).

The build is fully crit-enabled, and even trained in Intimidate for Dreadful Invocation. In addition, we get Devastating Invocation and Epic Resurgence on a crit. The build makes full use of Resounding Thunder and takes massive thunder zones/bursts whenever possible, culminating in Storm of Celestia.

Multiclass and Hybrid Options

Because Channel Divinity isn’t really an essential feature, and because of the relative weakness of some of the encounter power levels, invokers make pretty solid hybrids. The best choices for invokers are leaders and other controllers. Below I’ll discuss each class in terms of both its multiclass and hybrid options.

Ardent: Charisma-based classes are not a good choice, and especially not melee-based ones.

Artificer: Not a bad choice to pick up Arcana and some healing. The stats work, and you gain access to weapons as implements. The powers have kind of a different focus, though, making a hybrid build look a little disjointed.

Assassin: Useless as a hybrid, but some of the Fear-based feats might make this useful to some as an MC.

Avenger: There is a bit of synergy here with radiant, but overall the two classes still don’t really complement each other. You might pick this up for as a way to MC for Perception and get holy symbol implements, though.

Barbarian: Melee class, doesn’t really mesh at all.

Bard: This could be an interesting combination if the stats weren’t in conflict (Wis and Cha). As is, there might be some feats you would consider taking as an MC. The hybrid combination doesn’t seem to work (though you could try to do a sliding thunder-bardvoker with a Wand of Thunderous Anguish or something, taking all implement powers).

Battlemind: Psionic classes don’t really hybrid well with other psionic classes, plus this is a melee defender + controller combination.

Cleric: Invoker and cleric were made for each other (and Morninglord. They hybrid extremely well without losing any armor proficiency. Gambler’s Word, Radiant Advantage, and Supreme Healer are the key feats for this hybrid combination, and really all you need from the cleric feat list. For powers, Hymn of Resurgence, Mantle of Glory, and Healer’s Torch all fit perfectly into a radiant Morninglord build, and you can take many encounter-long healing-type dailies that enable you to fulfill the healing role while still dishing out lots of radiant damage.

Druid: This is now a fantastic combination with the buffs druid got in HotFW. A shardmind invoker|druid/gatekeeper can work wonders (Mark of Storm + Resounding Thunder + Call Lightning + Chosen Threshold = huge). The build contains an enormous amount of summons and persistent zones, from Giant Toad at level 1 all the way to Writhing Henge at 25. Druid isn’t as useful for multiclass as it is for hybrid, though.

Fighter: Controller plus defender just isn’t a good combination. Fighter does have some multiclass applications, though. You might want Hindering Shield to be able to attach slows to sliding powers. Amazing if you're making a Dizzying Mace build.

Monk: Nothing useful here that I can find.

Paladin: Not the worst way to pick up holy symbol implements (call of virtue is useful), but, again, it’s a melee class, and a defender, so you have issues trying this as a hybrid.

Psion: Useful as a multiclass to pick up Orb of Nimble Thoughts and gain access to psionic feats. As a hybrid, it is hard to see how this could possibly be better than wizard, though, due to the psionic/non-psionic problems.

Ranger: A little better than some of the other melee combinations, since you can do Staff Fighting. Still not great, though. If your DM allows Divine Bolts to be used with hunter tricks, this combination can be fantastic, but not all DMs will let you use Divine Bolts that way.

Rogue: Another pointless combination, and no real multiclass benefits.

Seeker: The difficulty with this combination is getting the weapon to be usable as an implement. If you can do that (via artificer/Crossbow Caster or something), this isn’t a horrible combination. Multiclass, this doesn’t bring much to the table.

Shaman: Invokers mesh very well with shamans, especially with all the control powers shamans have gotten in Dark Sun. The downside is weak armor (you don’t even have Hide), but the spirit companion and numerous close burst spirit control powers make up for this. Shaman also makes a decent multiclass, as you can get Mending Spirit for a free heal (best used out of combat) and pick up Nature.

Swordmage: At least the weapon can be used as an implement here, but it’s hard to see how this combination can provide any sort of synergy.

Warden: Another worthless defender+controller combination. Hard to find any useful feats on the warden side, and weapon/implement thing too much of a pain.

Warlock: This combination provides some interesting options. Feats like Starfire Womb work well in radiant builds. Using Charisma is a frustrating drawback, though, and probably not enough Con-based powers to make this very effective.

Warlord: Easy to MC into, and provides some decent benefits in that regard. Enabling Shot can be interesting in crit-fishing builds. The hybrid combination suffers from the whole melee weapon-user vs. implement user thing, and trying just to do Lazylord powers just doesn’t seem that great compared to other Lazylord hybrids.Wizard: Another fantastic combination. Mommy_was_an_Orc demonstrated the power of the invoker|wizard hybrid in his Illusion of Hope build (imposition + seal of the heretic and focusing on massive save penalties). Wizard smooths out a lot of the weak levels of the invoker. Wizard is also one of the best choices for multiclass, since it allows access to Orb of Nimble Thoughts in the off-hand and also gives an extra encounter power.

Grats on getting this up and running. Personally, I would recommend putting the ability score section in the conventional game order, rather than priority, for consistency's sake. I had to read it twice, since I automatically looked for wisdom at 2nd to last.

@Ruinsfate: Good point! Rearranged ability scores to be in normal order.

@zarzak: I started a racial feats section. Will flesh it out more if people make suggestions; these feats are really a pain to track down. All the racial class feats have been rated elsewhere. Defensive Wrath is probably the one most worth paying attention to, or Covenant Shifting for Githzerai (w/Mark of Storm, etc.).

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
Got questions on how to build characters for 4E? Check out the Complete Collection of Character Build Links for some advice.
My 4E CharOp Threads:

I'll have to write up the Wrathvoker/Wind-Rider/Avatar of Storm build I'm wanting to play as my next character. The lack of late paragon/epic thunder and lighting spells is annoying, but you have to make do.

I'll have to write up the Wrathvoker/Wind-Rider/Avatar of Storm build I'm wanting to play as my next character. The lack of late paragon/epic thunder and lighting spells is annoying, but you have to make do.

Out of curiosity, why Avatar of Storm over something like Destined Scion? Yes, Oncoming Storm+Echoes+Avatar of Storm gets you +1 to hit/+4 to damage(Con) on lightning/thunder, but Destined Scion would give you +2 to hit (+1 from stat bump, +1 from lvl 24 feature) and +2 to damage (double stat bump Wis/Con). +1 to hit > +2 to dmg.

Only thing I can see that AoS gets you is the ability to use Resounding Thunder with lightning blasts/bursts, but doesn't seem worth it just for that (you can already make VL thunder w/Power of Storm if needed).

The big benefirt is to turn thunder or lighting powers into thunder and lighting powers. Means echoes/oncoming is always going off. Plus you will be mostly using aoe powers so now any of those that were lighting only now get resounding thunder size boosts.

For Stormvokers one option is to MC Cleric and steal their level 29 daily Astral Storm. Enemies only burst 6 (with resounding thunder) doing good damage that is sustainable and give mark of storms youll be making it hard for them to get out.

Heroes of Shadow has given us Holy Symbol Expertise, which states you don't grant CA when you attack through a holy symbol, unless a power or ability specifically states you grant CA. I asked CS, and they said if you daze/stun yourself with Divine Oracle or Invoker powers, you DO NOT grant CA. This has obviously great implications for our Malediction Invoker (they don't need Staff Expertise, since they mostly use close attacks).

In my Dominator build, I took Uncanny Dodge, so this can be replaced with Divine Healer (same function, holy symbol+no CA+extra skill). It does suck to lose Invoker Implement Expertise, since we want to crit for Epic Resurgence to get Word of Bewilderment or Compel Action back. But Staff of Divinity is one option... I think this works for IIE then.

I really like the look of Symbol of Sacrifice, though. That holy symbol just looks amazing to me. Every single attack you do, you get to give somebody a save? And losing the hit points is no big deal at all to turn it into a save at 85%.

This "encounter dominate" build looks like the "encounter" version of Mommy Was An Orc's Illusion of Hope. His is a build based on dailies. But the Dominator has a close burst 6 dominate (Word of Bewilderment) every encounter, +Compel Action, +AP recovery of either of those powers. And it's ridiculously accurate with the double rolls from Divine Oracle.

It does kind of suck having to do everything from close range and all ally-unfriendly, though, but it looks like a very powerful build nonetheless.

Yeah, it's more of an issue on Word of Bewilderment (which you expand to burst 6 and turn into dominate with the Soul of the World+Tiefling+Royal Command of Asmodeus trick). You'll do damage (annoying) and psychic lock isn't optional (so they'll be -2). On Compel Action, it's no big deal.